Hi ive been trying to contact you, im working on a project thats up your alley and you would love to be a part of it. This is for now a hobby project of mine but it has potential to be a product as well.
@@r.kapaun01 thanks for the input man, im not a gamedev but for movies idc where u get ur assets from long as you tell great story. check out the superman short i reviewed yesterday made in ue5 with assets from marketplace you will see what i mean. Also even AAA studios use premade assets, for me i want to remove as much techinical stuff out and focus more on telling stories people get bogged down with learning technical stuff and they forget whats important sometimes, thats why i like older games they are simple but with great storytelling
Heya, If dont mind rolling your own ..IMHO you can a decently realistic looking beach using the built in water system and exr sequences for the incoming foam. I have some recent examples on my channel and two breakdown videos to walk you through the process. BTW I think fluid ninja is the lowest price asset out of all of these.
Fluid Ninja looks insane! The setting is too high but i think its for show us what is possible to do, looks the best one to me, the particule systeme look really cool and make all the difference !
Keep in mind that fluid flux is not open world supported. Oceanology have Ocean Infinity . And I'm not to sure but i don't think ninja is a stand alone ocean system i know the dev have his own section in oceanology for integrating the interaction system . I think your best Choice is oceanology. Also fluid flux looks like slimy goo when hitting the beach din look realistic alt all in my point of view. Also if your only ofrer cinematics there is another water asset having ultra realistic water but this is not for gaming
Fluid Flux has the most realistic ocean breaks, because they're using Niagara. Not sure what Ninja or Oceanography is using, but if they're using Niagara, they're doing it wrong. But then Flux doesn't support open worlds. But you're not trying to create open worlds. For game devs, there is no good solution. For filmmakers, I'd go with Flux for a small scene.
@@Jsfilmz no doesnt work with path tracing..I bought fluid ninja coz I wanted a waterfall ..but no path tracing ..So I had to make waterfall simulation in houdini via cache and add to unreal then use my own custom water material and it works with path tracer..fluid ninja is also wierd in sequencer .....but that being said fluid ninja needs better beach breaking waves etc I played around best I can get is a beach with no waves like a caribean vibe ..but for now Im stuck with small waterfalls and rivers via cache from houdini ..no huge oceans or nice beach breaking yet..I mean even ultra dynamic sky wasnt working with path tracer ..all i had to do was restart unreal a few times then magically path tracer worked but sky is blurry though like moon etc etc..still waiting for that magical plugin that does beach waves amazingly
I've been eying up fluid ninja for a while now, this is my first time seeing fluid flux. If I had to choose I would go with fluid ninja, it seems like it has WAAY more use cases for all vfx that would be used heavily in any action/adventure type of movie. I'm not sure how it handles underwater though so fluid flux might be better in that regard.
Fluid Flux is the closest thing for beach waves, and ocean simulation, buoyancy, great frame rates etc etc, it also has a great demo for you too fiddle and learn more about it, If i had the money i would go FF hands down. Cant wait to see what you choose, and what you make with it.
I feel like Flux had too exaggerated of waves when it comes to collision, and the wakes that come in. They're too "big" I guess? That part kept blowing the immersion for me.
@@ZealousAvenger I was just the opposite. Growing up on the Pacific ocean, I'm used to big breaks. And none of the simulations even came close to FF for simulating that. And that's because they're using Niagara under the covers for fluid sim on the waves as they hit the beach.
@@jklappenbach You don't need to live in the ocean to tell those waves are over exaggerated. (I spent most of my life on the Atlantic Ocean) The edges of the fluid simulation are immersion breaking, period.
This is EXACTLY what i needed for my project! My guess is that FluidNinja is gonna be more computationally expensive than FluidFlux. If you're doing a cinematic from above the waterline, Flux wins.
Fluid Ninja is the way to go, but it is not a plugin. You gonna spend a lot of time (like really, a lot) trying to learn how to work with it on your on project, but it worth the time.
Fluid Flux is the expensive one and good for small scale. Fluid Ninja is achingly beautiful and performant. I use it to buildout to my ipad mini and I get an interactive ocean at 40fps Fluid Ninja does rivers, lava clouds smoke and foliage interaction. Hands down winner for me is Fluid Ninja.
such a coincidence that I have just been researching these. I tried the fluid ninja demo as well and that one seems the best but I elected to build my own solution using niagara fluids as it was good enough for what I needed.
I'd go with fluid ninja if you have the budget. I tested a previous version of it and it gave me a bit of a hard time to tweak it in sequencer but it is the best by far.
Fluid Flux is amazing from what I have seen (not just in the vid), but it does not support replication (no multiplayer). Oceanology I very nearly bought, but reading through their reviews I came to the conclusion the people behind the product are somewhat lacking. Ninja is totally new to me, and I will be taking a good look into that product! But it does not look like it would work well for a multiplayer game. Hopefully, I am wrong!
I have Oceanology 5 and FluidNinja.... just depends on what you are doing with it. I am doing a very large area covering Oahu and Pearl Harbor... Oceanology is great at large scale and masking water out of things like boats , good underwater . Waves are pretty good plus what I hear coming for Oceanology 6 get the character interaction ie.... I get my ships wakes. Fluid Ninja is the best when it comes to fluid interaction bar none. Me... obviously I bought both as there needs to be Ninja skills to integrate the 2 systems.... I am encouraged about Oceanology 6 though.
I really wish there was a ‘truly’ photorealistic option, but yeah, out of these I’d say fluid flux looks the most realistic for waves hitting the shore.
Fluid Ninja does look the best to me for ocean/rivers, and more realistic, but the sand simulation is a bit exaggerated I feel. The wind doesn't move sand like it does dust, and the sand sim definitely seemed more like dust/ashes than it does sand.
@@Jsfilmz I can understand there, and sometimes it's hard to fully catch the details in a youtube video, so both may look better in person for you. When you said costs more, was you referring to money? Or computing resources? If Fluid Ninja has more bang for the buck, and the water sim itself looks good I would go for that, BUT if the Flux one can be edited so the wakes aren't so tall coming to the beach, and when colliding with the rocks and such I would go with Flux. Those high wakes close to the beach broke flux for me is all. The rest was really nice.
I bought and used Oceanology for a film project that included large waves and it didn't dissappoint. I wish I could send you a video clip or two so you could see the results...in fact, I think my shots turned out better than the demo. Ninja has bells and whistles but the waves don't look natural in this demo. Oceanology has a tons of adjustments for the waves and several presets for storms, etc. Shore interaction is ok but might not be as good as some of the others.
I've been looking for something for a beach video I want to do for a while and sadly, none of them look realistic when it comes to the shoreline or even crashing on rocks. The waves look okay coming in but the illusion falls apart when they recede. They really just kind of disappear rather than receding. Hopefully someone will come up with something better soon. I imagine this is one of the hardest things to create in a virtual world. Love your videos!
Hi did you choose in what purchase? because i having the same issue, i don't know which one .. As far as i know the fluidflux is more exspensive and has more limitation if you are dealing with large landscape, cost of memory and i don't think you can integrate with ultradynamic sky instead with oceanology you can use it with large terrain and you can integrate with fluid ninja and ultra dynamic sky but it looks bad on the shore and i don't know, from the videos i've seen, i think has a problem with the tiling
@jsfilmz What did you end up choosing? I'm looking at some water options myself. Oceanology has the infinite ocean I'm looking for, but the beach waves are not what I want. However fluid flux has the beach waves I want, but doesn't handle the large scale beach areas. Fluidninja has a lot the others don't, including better performance cost but again the waves at the beach don't quite look right much like oceanology doesn't quite look right. If I can stretch the budget I might even try getting both fluid flux and fluidninja and combining them somehow to come up with something I'm happy with. Eg, use fluid flux for a smaller beach and then use fluidninja for the other areas of the ocean that won't be seen so closely, or even oceanology for that infinite range as my project has some height in it.
Dont know why Epic just doesent buy/aquire those two and then basicaly make their creators employese and then let them continue to work on their stuff with maybe addition of helping hand.Tehn you get 2/3 different options for the water/underwater in NATIVE Engine to chose from. Thats what I WOULDVE DONE IF I WAS THE CEO OF EPic.I WOULDVE BOUGHT BOTH then basicaly hire teh creators of those systems.Then if posible MERGE them and take teh best of both and then INTERGATE INTO NATIVE ENGINE or if cant be done without fcking it oevr the i wouldev just let it evolve and have 3 DIFFERENT WATER SYSTEMS BE NATIVE IN UE and then give OPTIONS to CUSTOMERS TO CHOSE THEMSELF WICH THEY LIKE THE MOST.
Movement is supposed to look cool in slow motion like in the movie trailers. Haha. All 3 are great plugins, but I got FluidNinja a while back but haven't used it yet. I can't use it for oceans since I have spherical worlds, but I'll use it for rivers, waterfalls, volcanoes, swimming pools, smoke, etc.
Last one pretty expensive, but again author made a really hard job I would buy last one! I think he needs to separate sell like ocean sand and snow in my opinion
Damn. The fluid ninja looks awesome with everything that's included but if you're just needing it for cinematic ocean scenes without any interactions I would say go with the Fluid Flux. Fluid Flux looks more realistic with the flow of everything. The Fluid ninja just catches my eye as a mixed bag of goodies that I would add to my library. Thanks for sharing these products with us.
Fluid Ninja looks the best for me, after your video I'm very interested in purchasing it myself - do you know if it works with Ultra Dynamic Sky/Weather?
@@Jsfilmz I was curious because it seems to have its own weather system and I really don't want to undo all the work I've put into Ultra Dynamic Sky & Weather
The only one with ocean systems I'm see out of these three is Oceanology. The others have nice tool's and systems, but I'm seeing any ocean systems in the other two, unless I'm missing something.
so @JSFILMZ which one did you take? I'm looking to create oceans specifically, not beaches., fluidninja looks like it has more options. but curious which one you picked. (btw, was fluidflux 350 back when you created this vid?) that's pretty expensive imo. do both support lumen btw.
I bought Oceanology 5 and although it looks great, you can't get the documentation until you pamper the developer's ego on discord. Also, the bouyancy implemtation is childishly incompetent. I stopped using it as I won't jump through hoops a narcissistic power-tripper sets in place. Shame. $150 lost forever. I'm buying fluid flux next. Had to shelve a 2 year project because of that insufferable wanker. I agree with you, Fluid Flux is the way forward.
Thanks buddy! amazing information. So, for cinematic renders / pathtracer Fluid Ninja dont work, and Fluid Flux neither? Oceanlogy works with pathtracer?