Is it possible to display WaveWorks 2.0 (which so far as I can tell uses hlsl) in Omniverse Create?
Also, is there any documentation, tutorial, or example that uses WaveWorks in Omniverse The only application I could find using WaveWorks was this, only it’s using Unreal Engine: One Thousand Ships with Real-time Buoyancy and NVIDIA WaveWorks | NVIDIA Developer
Hello @jayliu50! WaveWorks was created through our Geforce Experience team for game development. I do not know if they are moving that technology over to Omniverse, so I will ask!
Have you looked into the isosurface component in Omniverse yet? Particle Simulation — Omniverse Create documentation
Thank you so much for your reply and for looking into that.
After some research, I discovered maybe I could stuff all the HLSL code into a SlangNode on Connect. Maybe the dev team could also help me know whether that’s a bad idea, or what.
I’ll look into the Particle link you suggested, so thank you for sharing that!
I’m new to all this, if that wasn’t already apparent!
I guess I just need 1-2 square km of realistic dynamic ocean. Would the particle sim method you mentioned computationally suitable at that scale?
Hi @jayliu50,
We are planning to publish an omni.ocean extension with the next Create that will enable large-scale ocean simulations using Warp.
In the meantime you can also check out the Warp examples (e.g.: ripple deformer) for an example of how to integrate GPU-based deformers into OmniGraph.
Cheers,
Miles
Btw the method we will publish in omni.ocean
will be based on this paper: Visual Computing @ IST Austria
Cheers,
Miles
Is Omni.ocean out yet? Where can I find information about it? It’s very difficult to find information about things in Omniverse!
EDIT: Ok… so the extension is called “Ocean Deformer” apparently? And the only documentation is a very bare bones step by step in the extension description? There’s a video link sure, but you can’t even click it (or copy it) and it seems you have to sign in to some “Slack” before allowed to watch it? What if I don’t have an account.
This doesn’t feel ready for general use, I must admit.
Hi @EDRobert ,
Yes documentation is limited - but there is a sample in the Sample Browser under Simulation->Ocean, that may be good starting point for creating your own scenes.
Cheers,
Miles
Hmm… well we’ve just begun investigating Omniverse and that sample gets only 30fps in the viewport, while other files get 60fps.
Attempting to drop one of our smaller boats into the sample yields a completely unusable application:
We were hoping to be able to show off boats in VR but that seems like a showstopper.
Also, why have you tied the viewport framerate to the responsiveness of the UI in the entire application?
Hi @EDRobert ,
Can I ask what version you are using?
Also curious about the boat asset - is it this slow when you view it separately? Is the asset available online anywhere we could try?
Cheers,
Miles
I just downloaded it, so it should be the latest. It says 2022.3.3 in the launcher for Create.
The boat has 60fps when viewed separately. It’s our latest production boat so unfortunately I can’t share it.
So I’ve tried this in 2023.1.1 again, on a brand new Ryzen 9 7900 PC with a 3090 in it and… I get 15fps just by loading the ocean_medium sample… further, using the three different raytracing modes, it looks completely different!
The ocean_small gives me something like maybe 35 fps at the most, but weirdly it doesn’t even render in the Accurate (Iray) mode.
If I work for a company who wants to showcase their boats on an ocean (also in VR), Omniverse is perhaps not for us yet?
I don’t understand how Nvidia creates such capable tools like the Omniverse suite of apps & SDK’s like WaveWorks, & has such great forward facing employees in the forums & live streams (they can obviously only do so much), but has bare documentation explaining <10% of the features for just about everything development based (whether its libraries or apis or even nodes) :(.
I’m not sure why there’s still little to no documentation about the ocean deformer extension. & actually 0 documentation for any iteration of waveworks anywhere (i guess it’s deprecated? I have no clue).
I’m also a bit confused how new solutions that are being proposed as the “alternative” (omni.ocean) in a much newer product (omniverse) are so much less performant w/ a fraction of the functionality.
With all the LLM stuff nvidia produces at this point just have it read the code & write some documentation or something 😂
I am sorry that our lack of documentation on the ocean system is bad. I am sure that is frustrating. There are several ways to create an ocean system. Which one are you referring to ? Whilst we created some ocean demos, we are not heavily supporting it. I know there is a great ocean demo that works really well out of the box. We have an example is our “examples” browser and one in our “Physics demos”. Both can be adapted to your needs.
The ocean deformer examples are the one’s i’ve looked around the most at (ocean_medium & ocean_small). From looking at the code it seems like they are warp based. They look great, but the fps on my A6000 & on my 4090 drop pretty low when adding anything to the scene. I’ve been trying to learn warp so that I can modify the scripts a bit. I gave up on trying to use waveworks for now though (unless someone has any guidance)
Thank you for the quick response!
Those a very powerful cards. They should be able to keep up with a single warp based ocean and any other scene objects you add to it. I have added a detailed pirate ship to the ocean demo scene very successfully. Maybe try lowering the RTX viewport resolution or quality to see if that helps. This, I am assuming is in the REALTIME mode correct ?