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I tried this and it does create a large bump in the water. Is this was you're referring to? I believe this is normal as the interactions add forces and then all forces are dampened in a separate call. So this could just be case of more forces being added than the simulation can dampen. Negative values are valid. |
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The plan is for SWI to replace OWI. The idea is that most shapes can be made by using multiple SWI components. There is a plan to add more procedural shapes like a capsule.
Are you using the latest version (4.15.2)? Improvements to higher speeds have been made since its introduction. |
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A few things up front for this, this is more of an open discussion, rather than a request if not only for my own understanding.
I have experimented with both the ObjectInteraction and SphereInteraction scripts / shaders. I have found and implemented use cases for both.
ObjectInteraction use cases / pros / cons:
Pros:
Dynamic meshes / Unpredictable meshes
Custom shaders / scripts that require mesh data
ObjectInteraction shader variations per use case (same shader changed slightly to accomplish a different goal, used as a template)
High speed custom wake generation (200 kts +)
Cons:
Higher performance impact? (I have not noticed much)
Does not obtain desired realism for boat wakes (specific use case)
SphereInteraction:
Pros:
Dropping a stone into the water
Static / Slow moving boat wakes (< 30 kts)
Known object shapes that can have spheres placed ahead of time at key positions to approximate shape
Cons:
Seems to break down at higher speeds
Noticeable spherical artifacts from motion
For both:
This is maybe a bug, but it seems if you have larger interactions they tend to start a sort of feedback loop and push water into the air, I debugged this at one point and there is a value somewhere deep in the RenderTexture / Shader code that flips and comes up negative causing deformation to generate upward at all times rather than downward. You can see this in "BoatWakes" if you pick one of the SphereIteractions and max out the radius. Is there some reason the size is limited? ObjectInteraction suffers from the same pitfall, but there are ways to work around it will custom code.
I am not ready to stop using ObjectInteraction, but I am also using SphereInteraction for various use cases and they seem like 2 different tools / examples / templates that use the same subset features I am curious if there is perhaps a better way to go about using SphereInteraction.
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