Make a Scene with Unity's Water System! - Tutorial

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  • čas přidán 13. 09. 2024

Komentáře • 47

  • @KTKenny
    @KTKenny Před rokem +1

    ive been trying to get into hdrp pipeline and you just saved me, thank you very much

  • @itzmesurya71
    @itzmesurya71 Před rokem

    thanks a lot for making this video i wanted to see and learn about unity water system and you are helping me a lot

  • @impheris
    @impheris Před rokem +4

    The indirect diffuse lighting multiplier is NOT a way to get some bounce lighting, that control is optional to use after you bake indirect lighting, is something like a "post processing" control to increase the value of indirect lighting, it does not have to be elegant or beautiful because that depends on your previous baked lightmaps.
    Also, using reflection probes can help you with the ship and the water, because it looks off, or at least you can use SSR or planar reflections

    • @bencemervay
      @bencemervay  Před rokem +2

      Hi! Thank you for your comment. I agree that me saying that the indirect diffuse lighting will give bounce lighting is misleading. I simply should have said that I increase the multiplier to make the ship brighter. However, for the indirect diffues lighting multiplier to work you do NOT need to bake anything. You can see in the video that it works without baking. Also, have a look at this official Unity tutorial: czcams.com/video/DlxuvvYZO4Q/video.html The presenter uses this override to dim the ambient lighting, however, he says that this is not a proper way to generate GI. Also, I personally try to avoid baking the lights when possible. I know I will get an inferior result this way, but I usually play with lighting a lot and do not have the patience to bake the lighting every time.
      In this particular case the reflection probe did not help. No matter if it was probe or planar, baked or realtime, the area affected by the probe became very dark (and by that I mean VERY dark). This might have been a bug present in the beta editor version (now that 2022.2 is officially out I might check this again). I have SSR active in the scene, but it only has very minor effect, hardly noticeable.
      I agree that the ship looks off, a proper light baking might have made it better, I do not know. What I personally miss were the waves where the ship's body and the water meets, but I did not want to make that becasue the video is already long.

    • @Spookydigy
      @Spookydigy Před rokem

      @@bencemervay Does this work for vrchat Quest? The animation works and blends but comes out black.

    • @bencemervay
      @bencemervay  Před rokem +1

      @@Spookydigy hello! I am not familiar with VR content, sorry. But if I am not mistaken, Quest is a weaker platform, this means, you need to make graphically less demanding games for it. The water system and cloud system I showed in the video works only with Unity's HD render pipeline, which is for stronger hardware (pc, console), so I would assume it would struggle on a Quest.

    • @Spookydigy
      @Spookydigy Před rokem

      @@bencemervay OK thank you very much for your reply have a great day

  • @AvstractIndustries
    @AvstractIndustries Před rokem +2

    Really Excited for 2022 LTS, 🤤

  • @random_precision_software

    Great video ! ..subbed!! looking forward to more videos !

  • @spoopydoggos6127
    @spoopydoggos6127 Před rokem +1

    thank you for the video tutorial

  • @IWEKNOWI
    @IWEKNOWI Před 4 měsíci

    Was there any point in adding a script for buoyancy if the ship doesn’t react even a millimeter to water and waves? Of course, I understand that the ship is large, but it does not react to changes at all, but only stays at the same level, as without this physics of buoyancy.

    • @bencemervay
      @bencemervay  Před 4 měsíci +1

      Are you testing it yourself or looking at the video? If testing: in this video I was using a beta Unity build, the script I have used here might not work in the release version. If you are watching the video: it does have an effect, believe me. It is not that realistic, but still better if I was not using the script at all. Watch the section from 11:21.

    • @IWEKNOWI
      @IWEKNOWI Před 4 měsíci

      ​@@bencemervay Please, you can say how or show how to make such a script make the ship react to waves and pits, from the nose to the back, which would make it lean and not only jump exclusively vertically with the entire hull, but not once not bend, which is strange. I have been trying for a long time but I can't do it. by the fact that if you add control and an engine, a similar script with one buoyancy point makes the ship do somersaults in all directions.

  • @brodakarat6340
    @brodakarat6340 Před rokem +2

    Is it possible to cast a shadow on the water? I think that would tie the ship into the scene really well.

    • @bencemervay
      @bencemervay  Před rokem

      That is a really good idea! I will try to research it.

    • @mehmedcavas3069
      @mehmedcavas3069 Před rokem

      a bit shadow, some reflections and some particles will do it

  • @kkorrale
    @kkorrale Před 7 měsíci +1

    does anyone know why my ship bobbing script isn't working?

    • @bencemervay
      @bencemervay  Před 7 měsíci

      Hi! What Unity version are you using? This video was made back then with a beta version, so it might be that the water system changed significantly and the script no longer works. I have not tested this personally, as I am currnetly learning Unreal Engine and have not experimented with Unity for a few months now.

    • @gadonj
      @gadonj Před 7 měsíci

      When you enable the water system as shown at 2:10 you also need to tick Script Interactions

  • @WelshGuitarDude
    @WelshGuitarDude Před rokem +1

    Why does it need all these settings to enable water.. Crazy to me when assets don't need all that hassle

    • @bencemervay
      @bencemervay  Před rokem +2

      I think it is because Unity only wants to dedicate resources to water rendering, when you really need it. But this approach requires you to separately enable water rendering and this is why the hassle. But it is only a guess on my part.

  • @random_precision_software

    How can you make it in a storm ? With high waves!

  • @chrisandrews7945
    @chrisandrews7945 Před rokem

    When i add the script to the ship pivot, it doesn’t show me that “target” to select the water , help please

    • @bencemervay
      @bencemervay  Před rokem

      What version of unity are you using? In the video I used a beta version and it might happen that it behaves differently. There were some huge changes in the water system recently (I did not have the time to try them out yet).

  • @roshan3554
    @roshan3554 Před rokem

    Water prefab is missing i really want it

    • @bencemervay
      @bencemervay  Před rokem

      What do you mean? Unity have water prefab for the built-in render pipeline. That that is only that: a circular plane with a water shader. This system is for HDRP only (let us all hope will find its way to URP), but it is much more complex, especially with the new updates. You can make rivers, waterfalls, use flow maps, etc.

  • @patrudoizero
    @patrudoizero Před rokem

    Any sugestions on why water works great in editor and game mode but does not show up in build?

    • @bencemervay
      @bencemervay  Před rokem

      Hi! Unfortunately not, I have not encountered this issue yet. What editor version are you using?

    • @patrudoizero
      @patrudoizero Před rokem

      @@bencemervay 2022.2.1 I solved by making another project

  • @nasrinmardomi4768
    @nasrinmardomi4768 Před rokem

    how to change the color of the ocean?

  • @michaelzomsuv3631
    @michaelzomsuv3631 Před rokem

    I have no doubt that this is stock Unity. Stock Unity was always capable of decent graphics. Now, if you don't want it to run like garbage though, you will have to replace the stock unity by paid assets. The stock sky by a lightweight sky asset. The stock water by a lightweight water asset. Rince and repeat xD

    • @bencemervay
      @bencemervay  Před rokem

      Hi! I wanted to emphasize that this is stock Unity, because most people still have the perception that default Unity is ugly and you need 3rd party assets to make something cool looking. Performance is an other issue, though.

  • @MatrixRex05
    @MatrixRex05 Před rokem +4

    thats a lot of steps to enable water 😅

    • @bencemervay
      @bencemervay  Před rokem +1

      Indeed :D

    • @AnimeBadBoi
      @AnimeBadBoi Před rokem

      facts I was like wtf ahahaha

    • @therealpeter2267
      @therealpeter2267 Před rokem +1

      Hopefully they make it simpler when it comes out of pre release :D

    • @bencemervay
      @bencemervay  Před rokem

      @@therealpeter2267 unity 2022.2 release version is out for a few days now. Enabling water is still the same :D

    • @therealpeter2267
      @therealpeter2267 Před rokem

      @@bencemervay thats a shame, lol :D

  • @valerymayatskiy9306
    @valerymayatskiy9306 Před rokem

    5:54 never do this in a real project if you don't want to get an angry reports, that your game runs at 5 fps on most hardware. You could also just extract roughness from the mask maps, invert it to get smoothness and pack them back, instead making new shaders and materials.

    • @bencemervay
      @bencemervay  Před rokem

      Hello! Thank you for the response! First of all: I never said in the video that this will be for a game :) If you have a look at the zip folder of the ship, you can see that there was no mask map. I know how to put it together (I also included the documentation for it in the video description), but it was not in the scope for this video. I totally agree with you that from performance point of view, calculating the smoothness map from the roughness map inside the shader makes no sense, but if you are just fooling around and testing stuff (what I do in the video) it is better to have a shader that can use both roughness and smoothness maps right away, becasue that makes testing faster. This is also true for the mask map. Most 3d assets have separate textures, so using them separately makes sense. Once you are making a game, creating a mask map makes sense. Regarding the shader: making new shaders for a game is actually the right choice. Unity's default shaders (especially in HDRP) are very heavy, so using them in a game environment is a mistake. When you are making a game you want your shaders to perform as little calculations as absolutely necessary and the only way you can make sure that is the case if you make the shaders yourself.

    • @lavart7043
      @lavart7043 Před rokem

      If you want to make something that would run on most hardware don't download such ship and don't use HDRP at all!