If anyone has addressed this problem successfully I'd be intensely interested to hear what you did. It seems like the water packages I have seen so far are not trying to model the behaviour of real water but instead to produce a surface, cosmetic effect (which they often do quite beautifully!) - unlike Blender's water models for example, though I have to admit those are horrendously expensive in processing time & that is probably why the Unity models are cheating. Sorry, this is getting a bit longwinded: but imho it's a serious problem if you're trying to model real-life coastal regions. Hawai'i with a barrier reef that tames the prevailing heavy swell, rendering the lagoon smooth and suitable for kids to swim in. wave trains initially get taller when they hit shallower water, not shorter It also means that you can't have a deep, beautiful diving pool (or underwater cave entrance!) sheltered from open ocean by a peninsula or reef (not with Hydroform anyway) if there are ocean waves outside, they will not be masked by the peninsula but will roll right through your pool/cave (unless you make it a shallow puddle? I'll have to try this). Alas, this is weirdly counterphysical as any sailor or surfer can tell you. Some attempt is made by some devs to vary wave heights with sea bottom: Hydroform doco iirc says waves will dampen in shallower water. There should be a "tail" of flat water to leeward of an island, proportionate to its elevation. And the surface riffle on a protected body of water should be smaller and finer than the surface riffle (wind chop) on the exposed body of water, given the same wind. The prevailing swell should not continue into any water surface sheltered by a landmass. and for me, as a sailor and coastal animal, a major illusion-breaker. Here's a crude and sloppy sketch (via sketch.io). I have experimented with these 2 packages and they are good 'uns, but in both cases the sea state to windward of the island continues rolling on identically right through the lagoon and on the leeward side of the island. Now imagine that the island has a central lagoon opening to leeward, with a bit of tree cover and some land height to windward sheltering it. Say you have a prevailing wave train in Suimono or Hydroform or whichever package, with waves rolling towards an island. Maybe this would just be too insanely complicated to model? What I mean is: One of the things I've noticed with dismay about the water packages I've tried so far is that they don't honour landform interference fx. and so water, and especially water with fairly convincing wave trains and shore break, is a big issue for me. I would like to model PNW islands with a lot of fractal, heavily indented coastline. Bringing this discussion over from the Neverending Gaia Thread.
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