Legit, the only thing holding this back at the moment is how the spheres mesh together and the reflections. If you somehow figure out a way to unify them more convincingly, this will literally be the best water addon of all time.
A way to enhance the blending with little performance cost would be to skew and stretch the particles depending on its neighboring particles. This doubles as not only getting rid of the pesky “jello ball pit” effect, but also giving the illusion of surface tension.
@@ravenmillieweikel3847 Just looked up what Obi Fluid was, and I think I get what you mean. If he can somehow make a special version of that shader with reflections on GMOD, that will probably be the best solution to the particles not looking uniform as it should.
@@Meetric1 That should be perfect for this. Just orient and scale the quads using the positional data. The only rotation should be on the bilboard, and only from the player’s relative z rotation, not global z.
You should use one of the water spawners to make a water fall. You could also give the particles a life time so it doesn't lag out the game. Then you gotta put some stuff into the water fall, like a bucket or something.
when i was younger i couldn't understand why this was so hard to make, i thought it was irritating that no one had just made it yet. i'd always look for a water mod so i could fill up an indoor map and watch it flood through the windows, or have a crazy boat battle. that may not be entirely possible but it's surreal to see something like this finally get made.
water is very computationally expensive to simulate and render. Its likely there are a lot of water mods in development, but were never finished due to the poor framerate
POV Resident in gm_bigcity: 0:01 What a lovely day. Is that a giant cube of water coming right at me? Oh, my Go-*The sound of a man being washed away by water.*
You need to allow the particles to go through a special portal entity to allow it to teleport to another location. This will allow for a “seamless” water effect without a huge impact in performance, at least, I’d hope not. It could be used for water fountains, it could be used with waterfalls, it could be used for scenery in a shot by allowing water to flow in a scene without being interrupted a lot
I feel like the next step is sound. Imagine it making a waterfall sound while it falls, or at least a splashing sound when you step in it or a prop touches it
This is insanely good. Like looks better than any time I've tried to make a blender fluid sim. I know it's just a shader on a depth buffer, but is it possible to adjust the timescale? Curious if you could use this to get the water you want, freeze the sim, then use it for stopmotion or nice screenshots. Defeats the purpose of it being realtime, but that'd be something I'd love to experiment with.
Looking good, but have you got surface tension and that werid effect where two drops of water on a flat surface will be attracted to each other molded? So the water has a very mild attraction to each other so you don't get small blobs of water acting weirdly
I wonder if it is possible to modulate the water against some sorta global perlin noise so that each individual blob cannot be distinctly seen, and instead appears like a surface with ripples and waves
This feels like a big ask, but would it be possible for the water to make sounds whenever it impacts a surface? I know it would probably be more complicated to implement than it seems, so I would understand if it wasn't something the source engine could handle.
Understandable, from what I know sound calculations in the source engine are performed on the same cpu thread as the render calculations, so that would probably complicate things.
@@Meetric1 the wet ground decal i'm thinking of is just a transparent decal that darkens whatever surface the decal is on because generally speaking surfaces get darker when they absorb water. i'm over simplifying the decal because i want to keep it very performant.
Can you make them turn whiter the higher the velocity per droplet? Like wave foam in the sea, it might help create the illusion of small air bubbles moving around in the water, and makes it look bigger
Hey but will you add compatability with portal mod? Or portal gun? Just imagine teleporting the blue gel, it would look surreal on a portal map if you added surface dyeing proporties. But idk if this is possible, its rendered outside gmod but you somehow managed to do reaction forces so i gues its possible.
But could you add the portal outside the gmod too? It would render just with particles but yeah teleporting creates lag. But i think you can move the position of the particles becuase you said you'll add water manipulator so how will that work?@@Meetric1
I feel like this might lag, but are you able to define a certain texture as porous so like the water can gradually soak into it, so eventually it'll give the effect that the water dried up or kind of found a way to drain
im intentionally avoiding anything which edits positions of individual particles. its likely that seamless portals compatibility would cost a lot of performance
is it possible to dynamically change how close the balls have to be to each other for the vertices to connect? I think if you were able to, that might make stuff like this look more like water instead of a bunch of beads falling off a cliff. You've done a really impressively good job with this so far though, honestly before seeing this youtube channel I didn't even know it was possible to make stuff like this work in source.
@@Meetric1oh I was under the impression that you started using the metaballs for this. Well, is it possible to make them look connected to each other at larger distances dynamically? Like while they're falling but not when they're still. Probably a stupid question
I've spent a lot of time optimizing so any GPU later than ~2012 should be able to run GWater2 above 60 fps (My GTX970 runs 70 fps on average w/ 100k particles)
@@Meetric1 How much earlier do you think patreon version will be? If you can get it a LOT earlier then i might consider bying it, i just can't wait for it to release. 👍Also I want to support creators like you.
my assumption is patreon release will be out for a good 6 months to a year before gwater2 actually releases (depending on how college goes) The source code wont be public during patreon release due to pirating concerns (sorry) but on full release it will be 100% public including the shaders
This is honestly incredible....i don't know what else to say. On a partially unrelated note, are you by any chance working or even planning to work on an in-game gmod map editor (or something similar, if thats even possible)? It would be an interesting idea to have an in game map creation tool that combines all of your major addon releases (mainly the infinite map base and even that old terrain generation one) into a single unified package wich treats them as features rather than separate addons. I think it would be a logical course of evolution at this point. Plus it would make the map creation process way easier (since the base source hammer editor is all over the place).
if you can get reaction forces working again i will create some cursed stuff with the floating stuff. also can’t wait to launch 10 tons of water onto my friends with a catapult while they’re building 😈👍😀🌊🌊🌊 oh yeah also what if you added drowning
Legit, the only thing holding this back at the moment is how the spheres mesh together and the reflections.
If you somehow figure out a way to unify them more convincingly, this will literally be the best water addon of all time.
raymarching
not the best water addon, but the best addon ever made
it already is the best water addon of all time
@@kirilka1992 he can't do it without killing his gpu
@@freevbucks8019 he can. metaballs are rendered in batches. he only needs to render single metaball. so, almost no difference in rendering time.
It looks so Insane I'm still waiting for Gwater 5
Gbombs 5 reference
Gwater 6 ain't coming because yall wanna play gwater online. Sims 5 reference.
im still waiting for gwater 19
A way to enhance the blending with little performance cost would be to skew and stretch the particles depending on its neighboring particles. This doubles as not only getting rid of the pesky “jello ball pit” effect, but also giving the illusion of surface tension.
Edit: A good example of what I mean is how unity’s Obi Fluid blends its billboard particles together.
@@ravenmillieweikel3847 Just looked up what Obi Fluid was, and I think I get what you mean. If he can somehow make a special version of that shader with reflections on GMOD, that will probably be the best solution to the particles not looking uniform as it should.
@@sitkinator He’s already got almost everything working. It’s just the quad stretching and skewing that needs to be added to complete the look.
I think FleX hands me smoothed positional data which I can use
@@Meetric1 That should be perfect for this. Just orient and scale the quads using the positional data. The only rotation should be on the bilboard, and only from the player’s relative z rotation, not global z.
You should use one of the water spawners to make a water fall. You could also give the particles a life time so it doesn't lag out the game. Then you gotta put some stuff into the water fall, like a bucket or something.
he did that in GWater1 lol
when i was younger i couldn't understand why this was so hard to make, i thought it was irritating that no one had just made it yet. i'd always look for a water mod so i could fill up an indoor map and watch it flood through the windows, or have a crazy boat battle. that may not be entirely possible but it's surreal to see something like this finally get made.
water is very computationally expensive to simulate and render. Its likely there are a lot of water mods in development, but were never finished due to the poor framerate
the improvements from gwater are actually insane, good job
Born too early to explore the stars, born too late to understand history and indepth wars, but born in time to see gwater 2 in a almost finshed state
true dat
I know I usually chip in with some funny little words but oh my fucking god I love this
Soda
Soda
SODAA👹👹👹🥵🥶🥵🥵🦅🦅🦅🦅🦅🔥🔥🔥🦅🦅🦅🦅🔥🦅🦅
it is getting better each day, i wonder if there could be a way to merge more to look more ''watery''
POV Resident in gm_bigcity: 0:01 What a lovely day. Is that a giant cube of water coming right at me? Oh, my Go-*The sound of a man being washed away by water.*
why does it look sooooooo good.. I feel like it is already good even though it isn't finished.. I wish you luck
it looks so good and look at those frames :D
You need to allow the particles to go through a special portal entity to allow it to teleport to another location. This will allow for a “seamless” water effect without a huge impact in performance, at least, I’d hope not.
It could be used for water fountains, it could be used with waterfalls, it could be used for scenery in a shot by allowing water to flow in a scene without being interrupted a lot
Of course if this already works with your portal mod, I am unaware of that and i look forward to seeing people utilize it as so
Maybe
He said it doesnt, i asked him@@Lynx-rg4mh
I am purposefully avoiding anything which requires editing individual particles because of frame loss
More satisfying than those ASMR soap cutting and slime videos.
The improvements over gwater 1 are insane keep up the good work
havent seen a gwater update in a long time, wow this has come a long way
So.. i need a source block and a drain block.. for obvious reasons.
the water looks like it should be in source 2.. I cant wait for this mod!
BRO ACTUALLY JUMPED INTO THE WATER
Thanks
I feel like the next step is sound. Imagine it making a waterfall sound while it falls, or at least a splashing sound when you step in it or a prop touches it
sound isnt planned , its very difficult
Imagine this water system in other engines, or in a voxel game like Teardown
this looks so good
This is insanely good. Like looks better than any time I've tried to make a blender fluid sim. I know it's just a shader on a depth buffer, but is it possible to adjust the timescale? Curious if you could use this to get the water you want, freeze the sim, then use it for stopmotion or nice screenshots. Defeats the purpose of it being realtime, but that'd be something I'd love to experiment with.
u can yea
mee's speedrun to getting hired at valve
someone is gonna flood harvest again
Next installment, GWater2 Episode 1 XD
Of course the source engine would be the one to pilot the first prototype of real time water physics
baller
It's... perfect... perfect...! PERFECT!!!!!!!!!11!!111!
I would love to see an implementation of rain with this version, it would like incredibly interesting
Nice😊
You're right, that is pretty satisfying
Will there be mapmaking tools for GWater? Like water emitters and drains and such?
maybe
you've outdone yourself
Colossally cool.
The title does indeed not lie
this might be the most satisfying video ever
Looking good, but have you got surface tension and that werid effect where two drops of water on a flat surface will be attracted to each other molded? So the water has a very mild attraction to each other so you don't get small blobs of water acting weirdly
cohesion? yes
@@Meetric1 :)
Please tell me when this releases its to mathematical
My god the sun reflections
i wonder, would changing the particle's size based on how many particles are nearby make it look more realisticer?
You know, if it releases thousands of players will be flooding minecraft maps. 100%.
Literally HOW
I wonder if it is possible to modulate the water against some sorta global perlin noise so that each individual blob cannot be distinctly seen, and instead appears like a surface with ripples and waves
its pretty much its own perlin
MMMMMMMM DELICIOUS METABALLS
This feels like a big ask, but would it be possible for the water to make sounds whenever it impacts a surface? I know it would probably be more complicated to implement than it seems, so I would understand if it wasn't something the source engine could handle.
I was thinking the same tjing
its not planned at the moment cus source sound is kinda weird
Understandable, from what I know sound calculations in the source engine are performed on the same cpu thread as the render calculations, so that would probably complicate things.
thats the most source thing Ive ever heard
This looks insane. Is/Will there be a way to make maps with Gwater?
made out of water? probably not. but I may do emitters and stuff
cool
Are you able to make the water particles die if they are to far from another particle and spawn in a wet ground decal in its place?
“we ground decal” huh? that exists?
either way yes an evaporation system is planned, see my discord for the planned list
@@Meetric1 the wet ground decal i'm thinking of is just a transparent decal that darkens whatever surface the decal is on because generally speaking surfaces get darker when they absorb water. i'm over simplifying the decal because i want to keep it very performant.
By any chance what is the command for raising the set limit for the particle limit
This is insane! Would adding a metaball script to make it look like a more cohesive liquid be very computationally expensive?
Oh I can see you've already done that. Kudos!
Can you make them turn whiter the higher the velocity per droplet? Like wave foam in the sea, it might help create the illusion of small air bubbles moving around in the water, and makes it look bigger
I would have already but im having trouble sending vertex coloring to the pixel shader
peak watering
w
Hey but will you add compatability with portal mod? Or portal gun? Just imagine teleporting the blue gel, it would look surreal on a portal map if you added surface dyeing proporties. But idk if this is possible, its rendered outside gmod but you somehow managed to do reaction forces so i gues its possible.
I think you answered ur own question, its outside gmod so I cant add compatibility
reaction forces are different because im not changing particle positions individually, im only changing prop locations
teleporting requires checking of individual particles
But could you add the portal outside the gmod too? It would render just with particles but yeah teleporting creates lag. But i think you can move the position of the particles becuase you said you'll add water manipulator so how will that work?@@Meetric1
I feel like this might lag, but are you able to define a certain texture as porous so like the water can gradually soak into it, so eventually it'll give the effect that the water dried up or kind of found a way to drain
ill probably have deletion blocks and stuff which delete water when water touches them
now you should remake the blender fluid gmod simulation but with gwater 2
maybe
Welcome to Matrix
Whens the next inf map update video?
Or are you done with the project?
its done
Alright, thanks
HOT
Nice, also since your remaking this and adding more, please maybe make it work with portals, anyways you're mods are amazing 👏 GG
im intentionally avoiding anything which edits positions of individual particles. its likely that seamless portals compatibility would cost a lot of performance
so im not planning on adding compatibility
I am satisfied :D
hey is this gonna be another one where you have to download it off of a website or something again or are is it just gonna be a mod?
you will still need to download off github, workshop restrictions wont let me upload .dll files
@@Meetric1 alright
HOW
imagine making a blender or a toilet with this stuff
I'd love to see ttt_minecraft_b5 with the normal water replaced with GWater2
please release it
I think adding some foam would make the water feel much better, this is already great so that would not be needed
we’ll see
ah yes, water
is it possible to dynamically change how close the balls have to be to each other for the vertices to connect? I think if you were able to, that might make stuff like this look more like water instead of a bunch of beads falling off a cliff. You've done a really impressively good job with this so far though, honestly before seeing this youtube channel I didn't even know it was possible to make stuff like this work in source.
there arent any vertices its just sprites and smoothing normals
@@Meetric1oh I was under the impression that you started using the metaballs for this. Well, is it possible to make them look connected to each other at larger distances dynamically? Like while they're falling but not when they're still.
Probably a stupid question
Not really, kind of a limitation of sprites
orbeez-life 2
now flood the gm_construct's mirror room
Close. But not quite that same feel as a waterfall...
0:06 What da water doing? 🤨📸
is it possible to make them stick to make slime?
Ya
@@Meetric1 oh nice
I love water
You should modify this for snow simulation
I'm a day late, I understand, but I have a question. Does GW2 need a NASA PC to run? I'm pretty confident my 1060 GTX will be able to handle it.
I've spent a lot of time optimizing so any GPU later than ~2012 should be able to run GWater2 above 60 fps (My GTX970 runs 70 fps on average w/ 100k particles)
Wow. That's amazing. A big step up in optimization since GW1. I can't wait for this to hit the workshop! @@Meetric1 😁
i see that the performance is way better than gwater 1
nearly 700% fps increase
@@Meetric1 thats actually crazy ngl keep up the good work
Still source engine somehow
AMAZING now show it on the harvest map
true
How much patreon will cost?
im thinking a fair price is $5-10
@@Meetric1 How much earlier do you think patreon version will be? If you can get it a LOT earlier then i might consider bying it, i just can't wait for it to release. 👍Also I want to support creators like you.
Btw do you prefer questions on dicord or youtube?@@Meetric1
@@Meetric1 And will the patreon version have source code? I might try tweaking some things
my assumption is patreon release will be out for a good 6 months to a year before gwater2 actually releases (depending on how college goes)
The source code wont be public during patreon release due to pirating concerns (sorry) but on full release it will be 100% public including the shaders
Does gwater2 use sprites like gwater 1 or??
still sprites
i cant imagine what he will be able to accomplish with the s&ndbox when it comes out.
i will not be developing on sbox
This looks like torture to my graphics card
runs 100k particles 70 fps on my GTX970, if your card is newer than 2012 it should run fine
When will this mod be released?
unsure
This is honestly incredible....i don't know what else to say.
On a partially unrelated note, are you by any chance working or even planning to work on an in-game gmod map editor (or something similar, if thats even possible)? It would be an interesting idea to have an in game map creation tool that combines all of your major addon releases (mainly the infinite map base and even that old terrain generation one) into a single unified package wich treats them as features rather than separate addons. I think it would be a logical course of evolution at this point. Plus it would make the map creation process way easier (since the base source hammer editor is all over the place).
nah this is prolly my last project
Can you "swim" on the gwater2?
Yes, if I am not mistaken
not yet
@@Meetric1 Ok, good luck on implementing it
if you can get reaction forces working again i will create some cursed stuff with the floating stuff. also can’t wait to launch 10 tons of water onto my friends with a catapult while they’re building 😈👍😀🌊🌊🌊 oh yeah also what if you added drowning
well u dont drown in gmod so it wouldnt make sense to down in the gwater
I do feel satisfied by this. Mmmm
i wanna drink it
Rain/drying ?)
maybe
when are you going to upload next video i want MORE CONTENT
ua-cam.com/video/0d6yBHDvKUw/v-deo.html
but nah ur right i might as well post something
noice
UA-cam compression did not like this.
can i download it?
not yet
do something like some particles stick to surfaces
adhesion?
@@Meetric1 no, when water leaves a surface, some particles, not all stick to the surface a bit
like drops of water
so.. adhesion
@@Meetric1 yeah basically
why the fuck does youtube think this is minecraft???
Please add foam, i beg you. It’ll look so much cooler!!
not easy
t
honestly.. looks nothing like gmod