Open accio84 opened 4 years ago
We don't have that explicitly at the moment.
The approach for this would be to set up different wave conditions for different wind speeds, then have multiple gerstner input game objects and blend using the Weight parameter. So one could cross blend between them to smoothly vary conditions. Does this makes sense?
I'll discuss with my colleagues about making this better supported in the future.
I had this laying around. It uses the provided Phillips spectrum function. Not sure if it suitable for production though (blending weights mentioned above is probably a better approach):
using UnityEngine;
using Crest;
public class WindForSpectrum : MonoBehaviour {
public ShapeGerstnerBatched gerstner;
[Range(0, 120)] public float windSpeed;
float WindSpeedInMetersPerSecond { get => windSpeed / 3.6f; }
public float speed;
void Start() {
var spectrum = gerstner._spectrum;
spectrum._windSpeed = 0;
spectrum.ApplyPhillipsSpectrum(spectrum._windSpeed, spectrum._smallWavelengthMultiplier);
}
void Update() {
var spectrum = gerstner._spectrum;
var oldWindSpeed = spectrum._windSpeed;
spectrum._windSpeed = Mathf.MoveTowards(spectrum._windSpeed, WindSpeedInMetersPerSecond, speed);
if (oldWindSpeed == spectrum._windSpeed) return;
spectrum.ApplyPhillipsSpectrum(spectrum._windSpeed, spectrum._smallWavelengthMultiplier);
}
}
It isn't a Beaufort Scale by any means since Beaufort covers foam. We would need to include normal maps too since the first integer is "glassy". It is a great standard to measure ocean renderers against and I would love to see it added one day too.
@daleeidd agreed, do you want to add a task to our list?
Thanks for support :)
Il giorno ven 7 feb 2020 alle 11:09 daleeidd notifications@github.com ha scritto:
I had this laying around. It uses the provided Philips spectrum function. Not sure if it usable for production though:
using UnityEngine;using Crest; public class WindForSpectrum : MonoBehaviour { public ShapeGerstnerBatched gerstner; [Range(0, 120)] public float windSpeed; float WindSpeedInMetersPerSecond { get => windSpeed / 3.6f; } public float speed;
void Start() { var spectrum = gerstner._spectrum; spectrum._windSpeed = 0; spectrum.ApplyPhillipsSpectrum(spectrum._windSpeed, spectrum._smallWavelengthMultiplier); }
void Update() { var spectrum = gerstner._spectrum; var oldWindSpeed = spectrum._windSpeed; spectrum._windSpeed = Mathf.MoveTowards(spectrum._windSpeed, WindSpeedInMetersPerSecond, speed); if (oldWindSpeed == spectrum._windSpeed) return; spectrum.ApplyPhillipsSpectrum(spectrum._windSpeed, spectrum._smallWavelengthMultiplier); } }
It isn't a Beaufort Scale by any means since Beaufort covers foam. We would need to include normal maps too since the first integer is "glassy". It is a great standard to measure ocean renderers against and I would love to see it added one day too.
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Hi, is it possible to set the state of the sea with the levels of the beufort scale? I need different states of the sea. Thank you