Fluid Flux

UNREAL ASSET Fluid Flux v5.6

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Potentially Outdated? (3+ Months)
Supported UE versions
5,.6+
Potentially Outdated: This resource hasn't been updated in over 3 months. Since base platforms and games update frequently, older files may experience compatibility issues. Please verify the supported versions and check the discussion tab or official sources first. If the resource no longer works, consider requesting an update from the author.
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Before purchasing, kindly review the limitations chapter in the [Specification/Limitations] [Documentation]

Ensuring the product meets your expectations is crucial for the [Refund Policy]. Downloadable demo: [itch.io] Videos: [Tunnels], [Waterfall], [Coastline], [River], [Beach], [Cross-Section], [Stormy Ocean], [Playground]

Support: [Reporting bugs], [Discord], [Email] Release notes: [1.1], [2.0], [3.0] Learning: [Documentation], [Video Tutorials]



Features:

  • Real-time shallow water simulation – fluid data modifiers, wave generator, and extendable interface
  • Fluid surface rendering – caustics, wetness, underwater, waterline, advected foam, advected waves, blending with the ocean, dynamic audio detection.
  • Fluid Interaction – simple, cheap ripple solver moving with character, optimized to an absolute minimum
  • Ocean wave blending – rendering tillable ocean heightmap texture in a single pass
  • Niagara environment interaction – High-quality effects, bouncy, animated plants, character swimming, boats,
  • Clean, efficient, GPU-friendly implementation, interface designed with the KISS (Keep It Simple, Stupid) rule in mind
  • Small, compact, and low memory footprint
  • A tool for generating ultra-fast static meshes with flow maps baked into vertex color.
  • Advanced fluid state management.
  • Niagara fluid async readback system for sampling height and fluid flow in blueprints.
  • Dynamic audio analyzer. The sound source is positioned based on fluid movement.
  • Four example maps – beach, island, river, and baked static river
  • Uses velocity-based fluid flow advection method for foam, caustics, and waves
  • Water cross-section rendering
  • Large-scale nonsimulated coastline(up to 10x10 km) with wave break based on wave profile technology
  • Infinite mesh grid rendering based on Niagara
  • Watercolor presents advanced scattering settings and brush painter
  • Underwater based on SLW material mode, working with a changeable time-of-day
  • Unique underwater volumetric glass system

Limitations:

Please read the description about limitations before purchasing. It is important!


  • Open-world is currently not supported.
  • Multiplayer is only partially supported (detailed explanation in the documentation)
  • Simulation is calculated in a 2D grid projected on the heightfield (captured ground)
  • Wave breaks are not simulated. It's based on a predefined wave profile animation.
  • The mobile platform is not supported
  • Forward rendering (VR) works, but it is limited in functionality
  • There is no integration with the Water Plugin


Projects that use Fluid Flux:

[Senua’s Saga: Hellblade II]

[Brushify - Beach Pack][Tides of Tomorrow]

[Kayak VR: Mirage]
[Restore your island]
[King Krab]
[SOUNDGRASS]
Let me know if you'd like to see your project included on this list!
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