Uploaded June 2019 | Updated September 2026, 3 weeks ago
Open your UNIGINE world and add water, that others would like to dive into!
Don't have such a world yet? Maybe it's time to create one - get a 30-days free trial: bit.ly/2MKc624
This tutorial covers the basics of creating realistic water in UNIGINE, be it an ocean or a lake.
In this tutorial:
00:00 — Introduction
01:00 — Global water object
01:37 — Material presets for different sea conditions according to the Beaufort scale
01:46 — Adjusting water material parameters
01:58 — Using Material Mask to filter out decals
02:15 — Geometry parameters
02:52 — Configuring water surface rippling and waves animation
03:26 — Procedural foam
03:46 — Subsurface scattering
04:03 — Underwater parameters
05:05 — Configuring the look of water surface
05:46 — Caustics effect
06:11 — Setting up planar reflections
06:48 — Skipping water areas using field spacers
07:34 — Adjusting water height using field height objects
08:51 — Creating an effect of water disturbances and foam trail using particle-based field height and decal objects
09:48 — Creating a realistic shoreline
12:27 — Water rendering settings
12:53 — Creating arbitrary water basins using Water Mesh object
Open your UNIGINE world and add water, that others would like to dive into!
Don't have such a world yet? Maybe it's time to create one - get a 30-days free trial: bit.ly/2MKc624
This tutorial covers the basics of creating realistic water in UNIGINE, be it an ocean or a lake.
In this tutorial:
00:00 — Introduction
01:00 — Global water object
01:37 — Material presets for different sea conditions according to the Beaufort scale
01:46 — Adjusting water material parameters
01:58 — Using Material Mask to filter out decals
02:15 — Geometry parameters
02:52 — Configuring water surface rippling and waves animation
03:26 — Procedural foam
03:46 — Subsurface scattering
04:03 — Underwater parameters
05:05 — Configuring the look of water surface
05:46 — Caustics effect
06:11 — Setting up planar reflections
06:48 — Skipping water areas using field spacers
07:34 — Adjusting water height using field height objects
08:51 — Creating an effect of water disturbances and foam trail using particle-based field height and decal objects
09:48 — Creating a realistic shoreline
12:27 — Water rendering settings
12:53 — Creating arbitrary water basins using Water Mesh object










