Jean-Philippe Grenier has shared a new update on his river renderer we featured last year.
Jean-Philippe Grenier has shared a new update on his river renderer we featured last year. The artist and programmer ported his editor to Unity, adding adaptive tessellation, 2.5d simulation and proper velocity matching between wave crests and simulation data.
For those of you unfamiliar with the artist’s project, the artist started it as an attempt to recreate the mud and water system from Spintires MudRunner and Uncharted 4. He wanted to implement a small water system “to better understand the different challenges real-time water represented.”
The project is mainly based on Carlos Gonzalez’s Siggraph talk Rendering Rapids in Uncharted 4, a small demo of an idea called Wave Particles:
The project came out as a complex river editor with a number of adaptive parameters and features. You can learn more about the project in our article here.
Make sure to discuss the editor and share your own experiments in the comments below.