With HDRP now I think Unity has the best redering engine out there
Когда дочитал до фотки интерьера, почувствовал, как будто вернулся на пять лет назад в переполненную электричку до Киева в 6 утра. Это просто потрясающе атмосферно и вызывает все эмоции связанные с теми утренними поездками. Все это грустно-сонное настроение, спасибо за это флэшбек!
Looks absolutely gorgeous!
Have you already tried the possibilities of the newest Houdini? The update, for example, brings Flip NarrowBand workflow which can help you deal with your liquid simulations. Igor Zanic has tested v16.5 and presented an example of his work with FLIP method.
Excited? Want to learn more? You can get more details on the method in a paper “Narrow Band FLIP for Liquid Simulations” by Florian Ferstl, Ryoichi Ando, Chris Wojtan, Ruediger Westermann, and Nils Thuerey:
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid surface. Unfortunately, FLIP simulations can be computationally expensive, because they require a dense sampling of particles to fill the entire liquid volume. Furthermore, the vast majority of these FLIP particles contribute nothing to the fluid’s visual appearance, especially for larger volumes of liquid. We present a method that only uses FLIP particles within a narrow band of the liquid surface, while efficiently representing the remaining inner volume on a regular grid. We show that a naive realization of this idea introduces unstable and uncontrollable energy fluctuations, and we propose a novel coupling scheme between FLIP particles and regular grid which overcomes this problem. Our method drastically reduces the particle count and simulation times while yielding results that are nearly indistinguishable from regular FLIP simulations. Our approach is easy to integrate into any existing FLIP implementation.
You can find more details on the work here.