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Geek Culture / Water physics

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The Zoq2
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Posted: 25th Apr 2013 22:56
I found this on reddit today, I figgured some of you may be interested...

Essentially it's a realy good looking water physics simulation that nVidia have developed (I think, atleast it's physX).

It looks realy good, but in this simulation they have a few liters of water, I don't realy see that much use for it untill it can do something like a swimming pool. It's a big step forward from todays plane with a shader on it though.

http://kotaku.com/mind-blowingly-perfect-water-simulation-is-now-a-realit-477865450
TheComet
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Posted: 26th Apr 2013 01:02
That's incredible!

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mr Handy
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Posted: 26th Apr 2013 09:46
You may look at this game:



Also if anyone played this game, I'd like to hear any comment on it.

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Indicium
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Posted: 26th Apr 2013 17:19
I think that's still a shader and not real simulated water - but i could be wrong.


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CoffeeGrunt
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Posted: 26th Apr 2013 17:39
They show a visualisation with spheres, so it seems to be realtime physics.
RUCCUS
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Posted: 26th Apr 2013 19:08
I think Indicium is talking about mr handy's post. I agree, its just a matrix with a shader applied to it and the height of it's vertices changed over time.
mr Handy
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Posted: 26th Apr 2013 20:23
Yes, I think it is a tesselated mesh. But waves are so big and react with walls and holes.

Comparing to the upper post, it's worse. But it's real I saw many physx hair demos but I don't see it in use except AmcGee Alice.

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CoffeeGrunt
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Posted: 26th Apr 2013 21:28
Quote: "I think Indicium is talking about mr handy's post. I agree, its just a matrix with a shader applied to it and the height of it's vertices changed over time."


Nah, that tech's already in UE3, and they wouldn't make a fuss over something that old.

This seems to have particles that actually leave the mesh and can be caught in small gaps and orifices.

Interesting to note how the smoke and mirrors approach used up until now is so effective, that it's difficult to discern whether this is any different, isn't it?
Blobby 101
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Posted: 26th Apr 2013 21:36
No, CoffeeGrunt, I think everyone agrees the tech in the OP is very cool, they're talking about the Hydrophobia Prophecy clip Mr Handy posted

mr Handy
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Posted: 26th Apr 2013 22:36
Here is better videos:

This video shows higher water level behid the glass


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Phaelax
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Posted: 26th Apr 2013 23:36
The physics are there, it looks pretty cool, but the little white beads before they fade in still kill the realistic look.

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Michael P
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Posted: 27th Apr 2013 01:25
How this stuff is coded is really interesting - I believe at a low level NVIDIA writes this stuff in CUDA.

Libervurto
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Posted: 27th Apr 2013 01:29 Edited at: 27th Apr 2013 01:35
The water in Hydrophobia is a single mesh, really nice shaders though it looks good.

Why do they always use those awful "invisible box" setups? How am I supposed to get the full effect of realism if you're putting it in an impossible space. I'd like to see waves crashing against rocks and swelling up around a boat and spraying up as it hits the hull.


The Zoq2
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Posted: 27th Apr 2013 01:30
That would make sense. It's pretty sad that this will probably not be used that much since you would need an NVIDIA GPU to run it...

This is something similar that NVIDIA showed off a month ago or so.
Libervurto
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Posted: 27th Apr 2013 01:39
... that's what I'm talking about.


TheComet
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Posted: 27th Apr 2013 01:49
This still isn't as good as Realflow. Yes, it costs some money, but it's light years ahead of what nVidia is doing.

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Quik
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Posted: 27th Apr 2013 10:59
But then, i believe - what nVidia is doing, is trying to make somehting that actually might work inside of a game :3



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Seppuku Arts
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Posted: 27th Apr 2013 18:50 Edited at: 27th Apr 2013 18:52
Real Flow is fantastic, I got a free version of it in a magazine a while ago, okay, it was limited you to how many particles you could use, however, the tech is for rendering and it can take a long time to calculate the physics in Real Flow, especially if the objects are more complicated. It might be better now we've got more powerful PCs and they've prolly improved the software (I am talking 2005, when I originally looked at it), there was a tutorial in the magazine that basically turned a female 3D model into an animated water woman. One step of the tutorial states, "Select the emitter, hit reset, then hit action and find something else to do for a while: the sim will take about ten and a half hours (depending on your system) and roughly 4.5gb HHD space."

You can see why I've never done anything more than make a tap dispense water in it. . It's very cool, but very resource heavy and time consuming, completely unideal for something interactive like a video game or simulator, as Quik points out.

This would be damn cool seeing in a game and I am sure we will.

Phaelax
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Posted: 28th Apr 2013 02:45
I tried to check out RealFlow, watched the crysis 2 video on their website, didn't see one drop of water.... So umm, what exactly is it suppose to do? Cause I'm not seeing any fluids in their example trailers.

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Seppuku Arts
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Posted: 28th Apr 2013 04:26 Edited at: 28th Apr 2013 04:31
For your reference then, a couple of Real Flow showreels.





To be honest, you'll see Real Flow used in a lot of things and not just for water. It's heavily used for TV & Movies.

[edit]
A kinda cool video


Phaelax
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Posted: 28th Apr 2013 06:18
Ok, now I'm impressed! Hard to believe some of those are actually computer rendered. Now, here's the gamer question, can that be done in real time?

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Seppuku Arts
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Posted: 28th Apr 2013 11:09
As far as I am aware it's not possible to do it to that degree. But the video at the top of this thread suggests we're getting there. Real Flow has also been used for games, but I don't think it has been as impressive as their rendered clips. Apparently it was used in Crysis 2. I suspect it uses tesselation to create the water effects.

The Zoq2
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Posted: 28th Apr 2013 11:37
My guess is that it was only used in a cutscene where new york was flooded. As far as I remember, there wern't realy that many other big watersources in that game.

Also, crysis 1 had some pretty awesome water effects so it would be hard to believe that the didn't use that in game (when they didn't want to flood an entire city)
CoffeeGrunt
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Posted: 28th Apr 2013 15:00
Yeah, it probably was used during the New York flood, but even then that's a very short and simple segment.

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