Horizon Zero Dawn liquid vfx

You can see the directions the verts would be pushed in this demo:
Directions

So, I’m not pushing the verts in this, just showing the directions you get from the doublecross.
As you can see, overhangs does not work great so you’ll need to do some if stuff and invert the direction in some cases.

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Found ready to use solution for UE4:

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There is my version of implementation.

https://youtu.be/RIEI8_r90lo

Harmonic Attenuation func:

cos((1 / 2) * Pi * x / L) ^ m * cos(2 * Pi * n * x / L)

L - lenght
x - value [0, L]
m - attenuation power
n - number of waves

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