AR & desktop

Water that knows what is under it

Water that knows what is under it — deepening with depth, foaming against rock, rippling where you touch it.

Tap the surface

One shader, — a saved look, not a different object.

The surface

It reads the scene behind it

A flat blue plane cannot tell you anything about the world it sits in. A fluid samples what is behind and beneath it every frame, and shades itself accordingly.

Deepens with depth

Colour builds through the water column, so a sloping bed reads as a sloping bed and shallows read as shallows.

Foams against whatever it meets

Foam hugs every rock and post breaking the surface — measured from the scene, not painted on, so it is never in the wrong place.

Bends what you see through it

Refraction, reflection at grazing angles, and caustics that play across the ground beneath.

Ripples where you touch it

Objects moving through the surface, a viewer tapping it, or walking into it in first person — all push out ripples that spread and settle.

Looks

Tune one, reuse it everywhere

The look is saved to your library; the placement belongs to the scene. The same Tropical Ocean is a bathtub in one experience and a bay in the next.

Ten looks, ready to go

Still Pond, Lake, Tropical Ocean, Flowing River, Waterfall, Rapids, Lava, Toxic Sludge, Ice Floe and Oil Slick.

Not just water

Crust that tears into glowing cracks gives you lava; cooled, the same dial gives drifting ice. Bubbles give sludge, iridescence gives oil.

A waterfall is a fluid stood upright

No separate object and no special case — rotate it, point the flow down, turn up the cascade.

Rivers follow a route

Draw a path and the fluid winds along it as a ribbon, so a stream bends around a rock instead of sitting in a rectangle.

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