Great job and very inspiring! Thanks for sharing.
Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.
But are they real or is it a mockery? or a scam? Truly horrible flat graphics and lacking a real sense of aesthetics. Ui devoid of consistency and usability. Do they really have a graphic art department? Imho in 2018 using such tricks so massively denotes profound technical incompetence.
Hybrido Fluids (HyFLIP)
RealFlow’s grid fluid solver, also called “Hybrido” (hybrid large dimension liquid solver), is a sophisticated method of simulating medium and large-scale fluids. This technology also includes the automatic creation of secondary splash and foam particles, as well as mist. With Hybrido it is possible to simulate everything from floods to ocean scenes – scenes that are hard to create with RealFlow’s traditional particle emitters. RealFlow’s standard emitters are perfectly suited for highly detailed fluid simulations with tiny splashes and turbulent surfaces.
But, it has always been difficult to fill large areas and volumes with fluids and add secondary effects such as spray. With Hybrido, fluid artists are able to simulate impressive shots, like oceans with breaking waves, huge floods, turbulent coasts with cliffs and rocks, or ships travelling through turbulent water during a heavy storm. RealFlow calculates the conditions for splash, foam and mist formation, and automatically creates and controls these elements. Due to the large amount of particles, all secondary elements are normally simulated as a post process in a network. With this advanced feature you can achieve absolutely realistic results, utilizing the full power of your network machines.
Particle Fluids (SPH)
The technology behind our standard particle fluid emitters is called “Smoothed Particle Hydrodynamics”, also called SPH. In contrast to RealFlow’s grid fluid emitters, this type is mainly suited for small to mid range simulations. These standard emitters show a very high level of detail, are easy to use and can be affected by any daemon to react with various forces. RealFlow emitters can interact with all kinds of solid or soft bodies and RealWave objects. Another, more advanced feature, is their scripting capability: RealFlow emitters can be completely customized and theoretically it is even possible to write your own fluid engine.
An emitter’s particles can be stored in different file and data formats for further use. The standard format is called “BIN” and stores a complete set of position and physical data. Other formats, such as PD, allow the user to store specific information, for example density or pressure. A very convenient and straightforward method to export particle data comes with the new Alembic format. This file type allows you to export selected data channels, has a hierarchical approach and is supported by many 3D applications. You can find out more about RealFlow’s export options with standard emitters and the Alembic format under “Export Central”. The stored BIN files are normally used to create a polygon mesh inside RealFlow representing the three dimensional volume of the fluid. This mesh finally becomes shaded in your 3D application to render the fluid. Additionally it is also possible to continue processing the particles to create foam or spray.
RealWave is a powerful wave simulation toolset for small to mid-range ocean surfaces with versatile features. Objects, for example, are able to provoke waves from interactions; they can contribute to foam-maps or generate splash particles. Even particles from standard emitters are able to create waves and ripples. Another principle behind RealWave is the use of predefined modifiers to achieve various types of different conditions from calm or breezy to stormy. All these modifiers, objects, and particle-based waves can be combined without any limitations.
Finally, scripting opens another dimension by giving you the ability to use your own formulas or load displacement maps for custom waves. The only wave form that cannot be simulated with RealWave native tools are breaking waves. This type can often be seen near coasts or on a very rough and turbulent sea, where the waves get high enough to become unstable, and finally break. With RealWave’s ability to connect wave surfaces and objects it is even possible to create impact waves. For the creation of breaking waves, RealFlow provides the grid-based Hybrido fluids or custom Python/C++ approaches.
“Caronte” is the name of RealFlow’s powerful rigid and soft body dynamics engine. The Caronte system is not just a tool for simulating the motion of objects, but consists of several parts. In order to enable an object’s dynamics capabilities, you only have to activate the appropriate feature under “Node Params”: There, you can choose whether the node should be a passive or active rigid body, or a soft body. Once you have made your decision, the object provides a new panel where you can adjust its physical properties.
One of the most sophisticated features is that nodes of each type are not only able to interact with each other, but also with standard particle emitters, Hybrido fluids, and even RealWave surfaces. This is not a one-way street, because fluids can move rigid bodies, and deform soft bodies. Even RealWave is capable of changing the motion path of an object, for example with the “Downstream” option. These interactions are not just limited to changes in the object’s behaviour, and they can even leave visible marks behind in the form of wetmaps and splashes.
5 March, 2018
9 June, 2017
25 May, 2017
11 May, 2017