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Question by Otactu · Jun 13, 2014 at 09:30 PM · watermoving

Low Poly Water

I'm trying to make a low poly moving water.

I think it can be achieved with a plane and some noise, but I don't have any idea on how do that.

Something like this : alt text

No reflexion, no transparency required :)

Thanks !

low-poly-light-tower-tim-reynolds.jpg (110.6 kB)
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avatar image SHG · Jul 18, 2014 at 05:58 AM 0
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You can do this in Cinema4D, but who has the money to buy the program? Think about changing materials with different height maps and similar water textures. That could give you the effect your looking for.

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Answer by Carrel · Jul 22, 2015 at 05:54 PM

This answer is far too late, but for others searching I just did this script as I was searching to do the same thing. put it on a plane (or for a much better lowpoly/faceted look, make a plane in a 3D modelling software, and in the unity import settings set Normals and Tangents to calculate and smoothing angle to 0. Then put my script on, you will have to play around allot with the range and speed, note that the range only is taken into effect in void start, so changing them in play mode will change nothing.

 using UnityEngine;
 using System.Collections;
 
 public class FacetedWater : MonoBehaviour {
     public Vector2 range = new Vector2(0.1f, 1);
     public float speed = 1;
     float[] randomTimes;
     Mesh mesh;
     
     void Start(){
         mesh = GetComponent<MeshFilter>().mesh;
         int i = 0;
         randomTimes = new float[mesh.vertices.Length];
         
         while (i < mesh.vertices.Length) {
             randomTimes[i] = Random.Range(range.x, range.y);
             
             i++;
         }
         
     }
     
     void Update() {
         mesh = GetComponent<MeshFilter>().mesh;
         Vector3[] vertices = mesh.vertices;
         Vector3[] normals = mesh.normals;
         int i = 0;
         while (i < vertices.Length) {
             vertices[i].y = 1 * Mathf.PingPong(Time.time*speed, randomTimes[i]);
             i++;
         }
         mesh.vertices = vertices;
     }
 }

Hope it can help someone

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Answer by Sisso · Jun 13, 2014 at 09:33 PM

You can dynamically change the mesh by script using mesh class.

http://docs.unity3d.com/Manual/GeneratingMeshGeometryProcedurally.html

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avatar image SHG · Jul 18, 2014 at 05:48 AM 0
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Just a Pixel did a procedural test project that does exactly what you want to accomplish. If you find an answer, please message me, because I'd like to pull of some pretty low poly water.

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Answer by tanoshimi · Jun 13, 2014 at 09:37 PM

You're right - you simply need a function that displaces the vertices of a plane in a sinusoidal function with a bit of noise. But don't expect it to look quite like the above - Timothy Reynolds' is a master and his images are all about lighting!

If you're not familiar with coding, I suggest you look on the asset store. There's plenty of low cost (and perhaps even free) water scripts/shaders that do this.

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avatar image SHG · Jul 18, 2014 at 05:51 AM 0
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We're not $$anonymous$$thy Reynolds, but all you need to do is use flat shading to get that look. It isn't hard just on model import use calculate ins$$anonymous$$d of import and set the smoothing angle to 0.

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Answer by SHG · Jul 22, 2015 at 07:22 PM

https://www.assetstore.unity3d.com/en/#!/content/5141 I think there's a crumple mesh modifier here that can simulate water quite well.

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