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is waveparticle working for shape generating? #5

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kojiyijian opened this issue Apr 20, 2018 · 2 comments
Closed

is waveparticle working for shape generating? #5

kojiyijian opened this issue Apr 20, 2018 · 2 comments

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@kojiyijian
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when i change wave share to WaveParticle, the surface won't wave. it doesn't working right now?

@huwb
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huwb commented Apr 23, 2018

hi there, I'm sorry I haven't replied until now.

The wave particle should just generate a "bump" of water. This can be used to influence the shape locally, as an additive layer on top of the normal waves. It might be broken right now though.

I need to jump in and have a look. I'm very busy at work at the moment but should have time to look at it during the week or next weekend. I'll post back when I do and let you know what you should expect to see in detail.

@huwb
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huwb commented Apr 28, 2018

The code was still designed to drive a dynamic sim (bad merge from another branch). I've fixed it now. If you enable the wp0 gameobject then you should see a big bump in the bay.

You can move this shape around, change its amplitude/radius (negative amplitude makes an indent), spawn many etc. It can be used to sculpt the ocean shape (roughly).

The WPs will always render into only one shape LOD, and should be fairly efficient. A next step could be to do a convolution as in the original Wave Particle paper which would probably be even more efficient but this would take more render passes and I'm not going to bother with this for now.

I also don't do all the wavefront tracking stuff from the original paper, but this could be implemented on top of what is there. However if you are interested in dynamic ripples, you might want to check out the local_sim branch which does an efficient dynamic simulation.

I'll wait a few days and then close this, if you have any questions or if you have a specific use case in mind I'd be curious to hear.

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