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FluidNinja LIVE

Andras Ketzer - 2020/12/19

Real-time, responsive 2D Fluid Simulation for PC and Mobile apps, featuring Volumetric Fog, Smoke and Clouds, Niagara Systems, Preset and Memory Management.

  • 지원 플랫폼
  • 지원 엔진 버전
    4.20 - 4.27
  • 다운로드 유형
    전체 프로젝트
    이 제품은 언리얼 엔진 프로젝트 전체 폴더와 함께 환경 설정 파일, 콘텐츠 파일 및 .uproject 파일을 포함하고 있으며 새로운 프로젝트를 생성할 때 템플릿으로 사용할 수 있습니다.

User Manual / Tutorial Vids / Showcase Vids / UseCase Packages / Twitter / Discord / ChangeLog, Issues, FAQ


Welcome to NinjaLive 1.5: real-time fluid sim for PC, Console and Mobile app developers, inside Unreal.


Get a free copy for testing at: Ninja Community Discord / Student version

For baking fluid simulation, see: FluidNinja VFX Tools


Key features

  • Live 1.5 features global usage: sim containers could move in WorldSpace
  • Live 1.4 features custom, lit Volumes with Self Shadows
  • Ready for Cinematic Rendering via UE 4.26 MovieRenderQueue
  • Ready to drive UE native Volumetric Clouds, Fog and Niagara Systems
  • Autonomous: following a three step setup, responsive fluid simulation Actors could be placed on level
  • Embeddable: fluid sim Actor Component could be added to user defined classes, pawns, vehicles
  • Scalable: could be optimized for average mobile devices - or run a 4k simulation container
  • Simulation buffers (density, velocity, pressure) exposed as RenderTargets


Input

  • Static and Dynamic mesh position, size and velocity
  • Skeletal Mesh Bone & Socket position, size and velocity
  • Texture and Material based density, velocity
  • SceneCaptureCamera and Streaming video based density
  • User gestures via mouse and touchscreen


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기술적 세부사항


  • Sim variables accessible by Blueprints and Sequencer
  • Preset based simulation management
  • User editable sim-output Materials
  • Flow Mapping to add extra details to sim-output
  • LOD, Proximity based Sleep/Wake, Memory Pooling
  • 32 demo levels providing usage examples
  • Manual, Tutorial videos and annotated blueprints
  • Tested under UE5 EA (see Manual, Chapter4)


Level & game design

  • Live is supporting a design approach with multiple, local fluidsim containers for character and area effects
  • Live is not a robust "whole world system" - it is designed for a multitude of dispersed, local interactions


Implementation

  • NinjaLive is a compact Unreal Project - its feature set could be utilized in games by merging
  • It is based on standard Unreal assets (Blueprints, Materials)
  • Live does not rely on Niagara - but could be used to drive Niagara
  • Does not contain C++ code, pre-compiled elements, or third party content
  • Cooking, compiling and packaging is tested for Windows PC, Apple, iOS and Android Mobile


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