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Question by user-3693 (google) · Jul 19, 2010 at 05:48 AM · physicswaterwavebendflow

Unity3D Water Bending with Physics

How would I make it so that you could water bend like in the last airbender? For an example, the user could click a point in water, drag straight up, and have a stream of water flow out following the point.

It would need to be realistic by using the physics engine: how would this be possible?

  • Would need to be able to create waves (when a stream falls back to the water, or as you move the water in the air).
  • Would need to actually move and bounce as if it were a rope held by a string while in the air.
  • Would need to be able to drop back into the water with gravity when released.

How would this work?

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Answer by qJake · Jul 19, 2010 at 06:29 AM

No game has accomplished this yet. Water in any large volume is incredibly hard to simulate on a drop-by-drop basis. Some PhysX demos show off "water", but it is in such small quantities that it wouldn't even be useful in a game. Computers today are simply not powerful enough.

As far as I know, this is not possible in real-time. You would most likely have to make pre-rendered models and animations to handle this.

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Answer by BurningThumb · Aug 18, 2010 at 03:03 AM

You are ambitious, the effects you see in movies cost buckets of money, and are painfully rendered frame by frame at super high resolution. If you've ever just rendered a complicated scene in a 3d editor you would know it can take a long time. As mentioned above the computational power would be excessive.

However, you could implement not as realistic version by

  • Creating a particle system and parenting it to the hand bone of you character
  • Applying a world collider to particle system.
  • Apply a water material to your particle system
  • Make sure simulate in world-space is checked
  • Attach a sphere collider to the game object with the particle emitter

  • Use the realistic water found in the unity forums to do liquid interactions, or the cloth physics in unity 3 for waves caused by the collision. The cloth physics system can also have wind applied to it when you "bend" air.

  • When the wave is released, get the array of particles in your system and apply a downward force.
  • You can use the programatic particle rendering in the lightning ball example in the procedural example project to generate multiple points in you "flow".

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avatar image MohdGasim · Apr 24, 2011 at 03:24 PM 0
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excellent answer...i waould also add that if u use a particle system, u could add billboards with alpha transparency to simulate various colours of water at specific points in time or distance...

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Answer by _Petroz · Jul 19, 2010 at 06:55 AM

It is too computationally expensive for current technology, especially anything volumetric like you describe.

Something simpler like a waves on a plane is possible, here is an exmaple I made years ago of controlling a flat surface like water: http://www.youtube.com/user/Petrozium#p/a/u/0/lf-DnAVxKE4 Edit:

As Eric pointed out, you could do something like this in Unity.

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avatar image Eric5h5 · Jul 19, 2010 at 07:33 AM 0
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You have access to any sort of mesh manipulation, shaders, etc. in Unity that you care to do; the fact that it's "closed" doesn't prevent you from doing nearly anything you want as long as it's feasible in the first place.

avatar image _Petroz · Jul 19, 2010 at 08:57 AM 0
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$$anonymous$$y mistake, I will change my post. I'm really glad to hear that it is possible.

avatar image Eric5h5 · Jul 20, 2010 at 12:01 AM 0
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Check out http://unity3d.com/support/resources/example-projects/procedural-examples

avatar image _Petroz · Jul 20, 2010 at 07:06 AM 0
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Those screenshots look very cool! It seems Unity is far more open that I had been led to beleive.

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