Fluid Flux 2.1 is now live, bringing stability improvements, enhanced tools, and a new example map.
Game Developer and Programmer Krystian Komisarek, who wowed us with an impressive 3D ocean simulation earlier this week, has shipped Fluid Flux 2.1, a highly anticipated update for his water system for Unreal Engine 4 and Unreal Engine 5 based on 2D shallow-water fluid simulations. Compatible with Unreal Engine versions 4.26 to 5.3, Fluid Flux 2.1 introduces a slew of important bug fixes, stability improvements, new features, and modifications added as a direct response to support requests.
The most notable addition of Fluid Flux 2.1 is its new example map, showcasing the infinite ocean setup and large-scale stormy waves. According to the creator, this example boasts exceptional efficiency by not employing any domains.
Besides that, the release enhances motion vector generation in surface material, highly improving the quality of water rendering, replaces random-based circle blur with a 5×5 Gaussian blur, fixes underwater post-process masking, adds an underwater visibility enum in the surface actor that allows forcing visibility of underwater post-process, and upgrades the add-on's ground map and coastline domain.
The update also features:
- Adjustments for distant surface rendering. Added OceanWaveRange and OceanWaveFaloff parameters that give additional control.
- Fixed weird overburned emissive when the camera is very high.
- More than 4 buoyant pontoons have been supported since now.
- Fixed all buoyancy problems in shipping builds.
- Added tag FluxBuoyancyOwner that allows specifying the target actor for pontoons attachment.
- IsSpartiallyLoaded = false in all crucial Fluid Flux actors fixes world partition bugs.
You can learn more about the 2.1 update here and download Fluid Flux over here. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on Instagram, Twitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.