River Renderer in Unity
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
Krakow PL   27, May — 29, May
London GB   28, May — 31, May
Kyoto JP   1, Jun — 3, Jun
London GB   4, Jun — 6, Jun
Latest comments

Thank you for sharing your work process!!

I really like how you've articulated your entire process. This was a very enriching read. A Well deserved feature!

Great article! Thanks for the awesome read.

River Renderer in Unity
24 April, 2019
News

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.

Desert Eagle MAG50 by Abderrezek Bouhedda is a next-gen game-ready weapon modeled part by part including perfect UV Unwrapping and PBR Textures.

See the full description

Contact Abderrezek Bouhedda

Comments

1
Leave a Reply

avatar
1 Comment threads
0 Thread replies
0 Followers
 
Most reacted comment
Hottest comment thread
1 Comment authors
Alex Recent comment authors
Alex
Guest
Alex

Yeah, I have a question: “It is now on Unity”…what does it mean?
It’s on the creator’s PC, or is there any way to actually get it?
Beacause there’s lots of “on Unity” cool stuff, but is proprietary, unavailable, and it will never hit the store.