Wow. Epic would be seriously missing out if they don't buy this from you and integrate it as part of the engine's fluids update. This and Dynamic Sky are systems that should be included with the Engine.
@@AlexiosLair Let's say you have a Ford from the 20th century and a Lamborghini 2020 - they both can drive, but you will choose Lamborghini right?) UDS has a lot more functions, easier to work with, and some very useful things, like sounds, puddles, vfx... It's just a really useful tool - you can create that all by yourself, but you will spend much more time and get a worse result if shortly)
He's getting 240+ FPS throughout this sim. Even on the highest end GPUs / CPUs that's pretty impressive for what this is, so it should scale pretty easily to at least 60 FPS on midrange / console hardware.
It is a great asset. One of my favorites (that I can't afford) The only criticism I have of Fluid Flux is the sound. There is just not enough contextual variation to it. Other than that, I love it.
Yea, if this is the sound design coded into Fluid Flux then it is horrible. Is there no way you can mess with it's sound properties? Like what sounds to use, what radius and volume to apply for when it reaches a certain mass or speed. I guess a work around would just be to disable the sound and just use your own ambient sound triggers.
The underwater bit of the waterfall is what blew my mind, if this plugin isn't too performance heavy you can count on another customer getting this soon This is incredible
So just wanna say right now, that the only thing miss is splashes of water that come off when hitting the surface but other than that I'm proud to say this is worth every last damn penny I spent on it. Good work mate.
I seriously cannot wait to start experimenting more with unreal engine 5 , I started off with unreal editor for Fortnite but I just found it was pretty buggy and there was too many limitations for what I wanted to achieve so I installed unreal engine 5 and so far I’m loving it and can’t wait to learn more.
This is looking amazing! Will you be doing an in depth tutorial on how to set everything up and use the plugin for different use cases? I haven't found much in the way of tutorials on how anything in the plugin works, except a few that show you how to set an area and the water flow. We need more detailed setup info, and how to use it for different scenarios, how to do things like have the flow going already when you start a scene, what all the parameters do, etc. Thanks for all of your hard work!
Naive to think that this will be shared. Payed developers works months, no, yerars to gather enough knowledge to create something like this. Due the fact that they are paid by a company they are not allowed to share all details. Think about it. Imagine a company that pays developer to creating something like this and than they share all details ...
Unbelievable, just place some niagara effects on splashes, or probably some fluid ninja live mist near the turbulence, and you have the best water vfx now
I'm pre-intermediate in large scale flipfuid sim in Houdini. I'm really surprised how good this technique works in UE. I tried the demo. I noticed, that 'Slow mo' mode gives waterfall much more naturailty... in my opinion the water flow is globally a bit fast. Sometimes, specially in beach level i feel some scale disproportions. I miss some haze in waterfall, ...it could be tweaked by adding some falling smoke etc. And of course more splashes in contact with rocks, or water to water. However, it looks awesome, starting to be very close to reality. I'm really impressed.
Thoughts on changing the viscosity and mass of the water to resemble lava flow... Can you make the water roll like lava does in thick formations? Would be very interesting to see that...
There is no physically correct viscosity parameter but effects like this can be faked by changing some simulation settings. The volcano example map is also in my plans :)
@@ImaginaryBlend Well whatever method you found to model fluids is work well. Simulations take on a wide range of implementations for all sorts of meshes that move. I can only guess you are moving the z params of a mesh and textures. Regardless, I look forward to seeing other ideas like this. Great work and great content.
Omg, this water system looks so amazing and impressive! You've done a really nice job on this! I wished I could create something like this on my own or at least I would buy your plugin if I could afford it.
This is very good, the eddies are simulated nearly perfectly, but the interaction of the flow with obstacles and the way the water behaves in holes and with underwater obstacles isn't quite there yet - this may be simply due to the resolution of the particle simulation, but It looks to me that the water is too dense and each particle has a lot more drag than would be expected. The hole under the waterfall is nice to see, but you would expect it to be quite a bit larger with significantly more towback. it feels as if the velocity of the water falls off dramatically, which should be expected initially but should rapidly increase past the aerated section below the falls.
I hope more people make movies and games. We wouldn't have to wait on game studios to play best games. This is awesome and I bet it's made by one or two people.
When you start to recognize the individual rocks from mega scans because you used them in the past and seen them to often all over the place you know they are overused. But nice work. One small thing to add, do not use DOF for far shots, dof is always, and really always, for closeups.
Have you considered using some kind of quad-tree like structure that increases the resolution of the simulation where it's needed (e.g. the water going over the waterfall), and reduces the resolution where it's not (e.g. the upstream river)? Great work, looks amazing!
This looks awesome! If only it was emitting particles in the white of the water. Nothing crazy, just add some particle sprites to simulate mist! Great work!!!
I hope unreal engine will improve more and more in the future. It looks great but i heard its hard to create good immersive quests like in rpg games or physical interactions are often very limited too. Unlike the creation engine were you can interact with most objects in the world. I miss that details in most current unreal engine games.
at what point can we just rename it to Real Engine. :P sure, years ago it was unreal, but now with stuff like this, nanite and their character creator it is getting pretty damn realistic!
Wow fantastic! Been waiting for so long! haha. Can you control the scale? To me the ripples and waves looks a little too big compared to the actor puppet but great job!
Can you please tell me is it realtime changing water flow (real life physics that changes through the conditions and physics) or have a specific animation???? 😢
my man, finally an update and waterfalls as I asked for it, all I dreamed about! Looking forward to this one! Will work with 5.2 once you release the update?
@@ashy49592 Performance is almost the same as in the demo linked on the marketplace page so you can test :) RTX 3080 (2560×1440) 260-380 FPS , RTX 2080 (2560×1440) 110-200 FPS , 8 yeras old notebook Lenovo Y50: (1920×1080) 20-30 FPS
Could the same concept used for this also work for things like snow and sand? If so it could be used to simulate things like sand dunes, avalanches, land slides and much more. Especially if you combined the two, it would be the ultimate erosion simulator.
@@ImaginaryBlend Thanks for the answer. I have some more questions it would be great if you can help me. When I create a waterfall the falling water looks always completly stretched with no details at all. It is just a white texture. I thought maybe my waterfall is to sharp. But you show in this video that this shouldn't be a problem.In your example a lot of nice details are shown in the falling water.Is there any setting to change that? And is there any setting to let the water out of the boundary box,so that the boundary box is not filling up.I want to make a waterfall with a little lake in front but the water is not stopping to go up when the lake is full and flood the rest of the environment.
Sir, I have already purchased Fluid Flux 5.4 version but unable to make character Swim. Some suggest I should buy 'swim component' from yummy games on UE marketplace... so there is certain confusion about it. How have you managed to make the character swim?
Wow. Epic would be seriously missing out if they don't buy this from you and integrate it as part of the engine's fluids update. This and Dynamic Sky are systems that should be included with the Engine.
Why do you need Dynamic Sky when it already has Sun and Sky?
@@AlexiosLair so u dont need to program your own weather system with indoor sound occlusion
@@Addict7420 ... aren't lumen does it already?
@@AlexiosLair Let's say you have a Ford from the 20th century and a Lamborghini 2020 - they both can drive, but you will choose Lamborghini right?) UDS has a lot more functions, easier to work with, and some very useful things, like sounds, puddles, vfx... It's just a really useful tool - you can create that all by yourself, but you will spend much more time and get a worse result if shortly)
then just buy it why should they give everything for free?
Fluid Flux is really incredible. I wish more triple A games had water effects like this in them though.
Then you'd get less than 30 fps maybe even less.
@@神林しマイケル What's less than less than 30fps?
@@aceparable1 pretty much anything that runs at 29.999...fps down to 0fpy (frames per year)
We need quantum computers for that
He's getting 240+ FPS throughout this sim. Even on the highest end GPUs / CPUs that's pretty impressive for what this is, so it should scale pretty easily to at least 60 FPS on midrange / console hardware.
This combined with particle effects will be nearly perfect.
And some real audio to tie it all together
okay, unreal just won me over. I mean this is truly ground breaking. Haven't seen a breakthrough like this in a long time
I mean this has been here for bout 2 yrs now I think
There's a game on the XB360 that does water simulation as good as this, if not better.
@@Sheen334 tell me now.
@@shadow-me Hydrophobia
@@Sheen334 oh ok
FANTASTIC! Super excited to get the update! Thank you for your hard work.
This the best fluid dynamics I have ever seen in realtime... wow
It is a great asset. One of my favorites (that I can't afford) The only criticism I have of Fluid Flux is the sound. There is just not enough contextual variation to it. Other than that, I love it.
Same for me, can't afford but I'm very impressed. All his assets are absolutly worth it. And with great support
Yea, if this is the sound design coded into Fluid Flux then it is horrible. Is there no way you can mess with it's sound properties? Like what sounds to use, what radius and volume to apply for when it reaches a certain mass or speed. I guess a work around would just be to disable the sound and just use your own ambient sound triggers.
agreed. That is the quietest sounding waterfall of all time lol
The underwater bit of the waterfall is what blew my mind, if this plugin isn't too performance heavy you can count on another customer getting this soon
This is incredible
Awesome. The slowmo when you jump is perfect also! Looks great.
Wahou so cool! The waterfall look really nice and I love the way the water pushes through itself at the falling point.
this reminds me so much of the 'from dust' fluid dynamics, just scaled up and refined. excellent work, keep it up!
So just wanna say right now, that the only thing miss is splashes of water that come off when hitting the surface but other than that I'm proud to say this is worth every last damn penny I spent on it.
Good work mate.
That looks like a breakthrough in video game development. I can imagine older games can't have this kind of waterfalls.
This is sick! Your water shader is so good it kicks up my fear of deep water :)
literally same
I seriously cannot wait to start experimenting more with unreal engine 5 , I started off with unreal editor for Fortnite but I just found it was pretty buggy and there was too many limitations for what I wanted to achieve so I installed unreal engine 5 and so far I’m loving it and can’t wait to learn more.
Well, that was unexpected.
Looks amazing. Good job. I'm sure I'll be hunting for it on the some day soon.
This is seriously so cool. Can't wait to see things like this in the next round of Unreal Games!
This is looking amazing! Will you be doing an in depth tutorial on how to set everything up and use the plugin for different use cases? I haven't found much in the way of tutorials on how anything in the plugin works, except a few that show you how to set an area and the water flow. We need more detailed setup info, and how to use it for different scenarios, how to do things like have the flow going already when you start a scene, what all the parameters do, etc. Thanks for all of your hard work!
Naive to think that this will be shared. Payed developers works months, no, yerars to gather enough knowledge to create something like this. Due the fact that they are paid by a company they are not allowed to share all details. Think about it. Imagine a company that pays developer to creating something like this and than they share all details ...
@@v.gedace1519 fluid flux literally has a tutorial for how to use this plugin
@@skaterhugs1147 WOW! never thought ... And good for us!!!
fluix flux has a tutorial
Thats really impressive i hope some big studios buy your product
a kayaking game with these water physics would be enough for me.
Unbelievable, just place some niagara effects on splashes, or probably some fluid ninja live mist near the turbulence, and you have the best water vfx now
I'm pre-intermediate in large scale flipfuid sim in Houdini. I'm really surprised how good this technique works in UE. I tried the demo. I noticed, that 'Slow mo' mode gives waterfall much more naturailty... in my opinion the water flow is globally a bit fast. Sometimes, specially in beach level i feel some scale disproportions. I miss some haze in waterfall, ...it could be tweaked by adding some falling smoke etc. And of course more splashes in contact with rocks, or water to water. However, it looks awesome, starting to be very close to reality. I'm really impressed.
The visuals are stunning, however, I think you should work a bit on the sound. That does not sound like a waterfall but like a lovely small streamlet.
You are right and I definitelly will :)
If only this could run on a console perfectly.the sound was weird thoo but still super impressive.
Mindblowing. Looks so damn good dude.
this would actually make a fun game.. you are a character running away from flood
It's the best water effect that I've seen since Waverace 64. (No joke)
This looks pretty darn gooud ma frieand!
200+ fps Either your PC is crazy or their implementation for this is insane
Why not both? It's RTX 3080 but video recording in high resolution takes some fps :)
The water's amazing, but that white robot is cool too.
Thoughts on changing the viscosity and mass of the water to resemble lava flow... Can you make the water roll like lava does in thick formations? Would be very interesting to see that...
There is no physically correct viscosity parameter but effects like this can be faked by changing some simulation settings. The volcano example map is also in my plans :)
@@ImaginaryBlend Well whatever method you found to model fluids is work well. Simulations take on a wide range of implementations for all sorts of meshes that move. I can only guess you are moving the z params of a mesh and textures. Regardless, I look forward to seeing other ideas like this. Great work and great content.
*This guy is a genius*
OMG!!! Stunning effect!!!
Great work keep it up be interesting to see the fps of that 😊
Omg, this water system looks so amazing and impressive! You've done a really nice job on this!
I wished I could create something like this on my own or at least I would buy your plugin if I could afford it.
Hola! Permites su reutilización con créditos?
This looks so freaking good!
So beautifullll
This is very good, the eddies are simulated nearly perfectly, but the interaction of the flow with obstacles and the way the water behaves in holes and with underwater obstacles isn't quite there yet - this may be simply due to the resolution of the particle simulation, but It looks to me that the water is too dense and each particle has a lot more drag than would be expected. The hole under the waterfall is nice to see, but you would expect it to be quite a bit larger with significantly more towback. it feels as if the velocity of the water falls off dramatically, which should be expected initially but should rapidly increase past the aerated section below the falls.
Wow man🔥
Rocking simulation❤
I still dont regret spending the money to purchase this . Keep up the good work bro.
Damn these fkn visuals, im looking forward to work in unreal
That would be a great immersive effect in a video game. Escaping from a natural disaster or something like that. Cool.
Epic Games should just pay you to design their water system. This is awesome.
I hope more people make movies and games. We wouldn't have to wait on game studios to play best games. This is awesome and I bet it's made by one or two people.
The plastic water bottle going downstream at the end was too much realism! 🥲
When you start to recognize the individual rocks from mega scans because you used them in the past and seen them to often all over the place you know they are overused. But nice work. One small thing to add, do not use DOF for far shots, dof is always, and really always, for closeups.
Wow, amazing.
Have you considered using some kind of quad-tree like structure that increases the resolution of the simulation where it's needed (e.g. the water going over the waterfall), and reduces the resolution where it's not (e.g. the upstream river)? Great work, looks amazing!
Yes, there is a geometry density control basedo n Niagara mesh swpawner, I just forgot to set the details to higher before preparing the video.
I love this tech demo :)
Can you change the texture of the water to something more stylized or cartoon?
This looks amazing.
This looks awesome! If only it was emitting particles in the white of the water. Nothing crazy, just add some particle sprites to simulate mist! Great work!!!
This alone is asmr gold
Alone is good because there are jerks and assholes in sight.
No jerks around.
🤩good work bro !
This is what I hope Star Citizen can achieve one day👌
Gettin there
love the original water colour. looks fastantic, srsly, props. sound and movement not my thing but wow i stopped to look! rare
THIS MUST BE implemented in Unreal engine 5. Period.
Very cool! nice work.
I imagine this would be very resource intensive in a full game
Take a look at FPS counter in the panel :)
@@ImaginaryBlend isn't this a controlled, small-scale test demo you performed? If not, then I'll stand corrected.
Such a cool system
oooooohhhh DAMN!
As an indie developer I was impressed and interested until I clicked the link and saw it was $350... Lemme know when it's on sale though!
I wished you showed the waterfall falling in real time (as apposed or in addition to showing it in slow mo).
I hope unreal engine will improve more and more in the future. It looks great but i heard its hard to create good immersive quests like in rpg games or physical interactions are often very limited too. Unlike the creation engine were you can interact with most objects in the world. I miss that details in most current unreal engine games.
Can this work with sequencer and be triggered on a keyframe?
Can the flow been sped up? Seemed kinda slow moving towards the waterfall
Finally!
Almost as realistic as waverace!
That looks amazing
my hopes that we will someday soon have a good realistic whitewater kayaking game are increasing
at what point can we just rename it to Real Engine. :P
sure, years ago it was unreal, but now with stuff like this, nanite and their character creator it is getting pretty damn realistic!
Wow fantastic! Been waiting for so long! haha. Can you control the scale? To me the ripples and waves looks a little too big compared to the actor puppet but great job!
This is insane omg
Can you please tell me is it realtime changing water flow (real life physics that changes through the conditions and physics) or have a specific animation???? 😢
Its realtime simulation :)
@@ImaginaryBlend means it will always be in changing Animations?😊
@@siddhubhai2508 yes it simulates depending on the ground shape if it something changes then the simulation looks differently
@@ImaginaryBlend Thank you very much! I can't explain how much I am excited that I got your channel!😭 Superb content🥺
@@siddhubhai2508 Thx! I'm releasing a new video today :) stay tuned!
flow is finally getting fast enough to be more believable. the sound however is lacking. that waterfall would b roaring
Damn this reminds me of Cities Skylines kinda water physics, I wish it will have smth like this in their 2nd game that comes out this year
This is amazing, I would definitely pick this us if the price were reduced by a factor of 10 😅
Cool. Now put it in a game. We've been seeing these Unreal 5 tech demos for 3 years now. Lets go chop chop.
my man, finally an update and waterfalls as I asked for it, all I dreamed about! Looking forward to this one! Will work with 5.2 once you release the update?
Yes, UE5.2 compatibility is already done.
@ImaginaryBlend
you got cool system over there. just one question how heavy is it on the gpu ?
@@ashy49592 Performance is almost the same as in the demo linked on the marketplace page so you can test :) RTX 3080 (2560×1440) 260-380 FPS ,
RTX 2080 (2560×1440) 110-200 FPS ,
8 yeras old notebook Lenovo Y50: (1920×1080) 20-30 FPS
We need a kayaking / river rafting simulator ASAP!
ua-cam.com/video/wcHFeHvQJIs/v-deo.html
best waterfall in games
Game engines still have a long way to deliver seriously realistic graphics
If the audio was right this would be twice as impressive
we sent a man to the moon 53 years ago and almost half a century later we still cant have video games that simulate water.
I am sorry for let you down.
Fantastic!
Could the same concept used for this also work for things like snow and sand? If so it could be used to simulate things like sand dunes, avalanches, land slides and much more. Especially if you combined the two, it would be the ultimate erosion simulator.
Do you already know when the update will be released? Could you implement this scene too?
Dont know specific date, waterfall map will be included in the pack.
@@ImaginaryBlend Thanks for the answer. I have some more questions it would be great if you can help me. When I create a waterfall the falling water looks always completly stretched with no details at all. It is just a white texture. I thought maybe my waterfall is to sharp. But you show in this video that this shouldn't be a problem.In your example a lot of nice details are shown in the falling water.Is there any setting to change that? And is there any setting to let the water out of the boundary box,so that the boundary box is not filling up.I want to make a waterfall with a little lake in front but the water is not stopping to go up when the lake is full and flood the rest of the environment.
Nice work. Also how did you get your camera to pan around like that while in game ? Any tips or vids on how to set that up?
It's camera from default tpp example in Unreal.
Looks really good but cant tell is there mist/spray from water contacting rocks?
Cool. All it needs now is mist and splashes.
It's Summer here in India and this video was just what I needed. Thanks and impressive.
fkn beautiful!😃
This is awesome! But, to this day, there is no better water than "Rockstar" water. But I imagine with a few more settings it's just as good.
I'm still gald to be compared with "Rockstar" water :)
@@ImaginaryBlend 😁
yeah, if only this one guy had a budget of billions, like Rockstar)
Awesome!!! Now add some particles volumes and it'll be really Real...
how does your simulation react to the rocks, mine just ignores everything but the landscape
imaginaryblend.com/2021/09/26/fluid-flux/ chapter: GroundCapture->Solving Issues 🙂
Sir, I have already purchased Fluid Flux 5.4 version but unable to make character Swim. Some suggest I should buy 'swim component' from yummy games on UE marketplace... so there is certain confusion about it. How have you managed to make the character swim?
this will be a great update. though i'm seeing that texture repetition is still a problem.
Just needs some mist/spray in the air where it hits the rocks and it would be perfect.