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Water dynamic surface in the Game Engine


Christian Thomas Oncken writes:

This video was made to make a demonstration of a dynamic water surface by using softbody , constraints and logic bricks. It's useful for games. Vitor Balbio is helping me with water shaders to make it look real. I'll make a tutorial soon explaining it by steps. Thanks for watching.



  1. Now thats cool.
    hey bart my sound aint workin so if u could reply is he posting a tutorial or ia he saying the tutorial?TY
    Happy blending

  2. Dave Heinemann on

    Actually FPS isn't a problem for 1024 polys. Even with 4096 I get 120, though one more subdivision and it's about 3-8 depending on the weather.

    But getting softbodies to do what you tell them - that's pretty cool.

    Hopefully when the devvers aren't busy making everything else awesome, collision improvements will be on the to-noodle list. Making a SB deform a higher-poly mesh would just slightly rule, but I've found several great ways for that not to work...

  3. This is ....awesome. It's so fluid.
    Cant wait to play with any tutorials.

    Can the vertices be baked into frames for animated pieces too?

  4. Great Guys !
    I remember when Vitor Balbio showed us impressive real-time water effects when in last Brazil ''Blender Pro'' meeting. That was awesome, that day I saw the water coming from my eyes also :). He showed us a kind of ''Real time Underwater IOR'' in the BGE - incredible effect !
    I can't wait to see the tutorials !
    Good Vibes !

  5. Giovanni Lanfiuti on

    Wonderful effect!
    Blender lacks water surface simulation... Waiting that tool, this trick is very appreciated!
    Thank you!

    I'm wondering if it's bakable...

  6. Erwin Coumans on

    Wow, that is a neat idea.

    It is very amusing to see those techniques being used beyond the original purpose it was intended for.
    Vitor Balbio makes amazing things, I'm sure we will see more of his great Blender creations in the future.

  7. Hmm... It's a neat idea. I'd like to see water surface simulation in Blender though, that would we awesome. Didn't nils have something to do with a paper on linking water surface simulation with an ordinary fluid simulator?

    That would be a pretty neat thing to have in Blender because that way you get realistic splashes and even droplets of water when combined with particles as well, but it only has to simulate in detail a very small area of water, the rest is just a water surface sim!

    What about for the next open game project?

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