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Beschreibung

KeraFlow brings living coastlines to Unreal Engine. Waves are built from your actual terrain: they shoal as the water gets shallow, bend toward the coast, curl into rolling breakers, throw spray off their lips and run up the beach before draining back. No flow maps to paint, no splines to draw for the sea. Drop the ocean into your level, set the water height and press Play.

Everything heavy runs in compute shaders on the GPU, so the CPU stays free for your game.
Video Tutorial

🌊 Shore waves that read your terrain

  • Swell grows as it shoals, refracts toward the coast and arrives in sets

  • Crests steepen, curl into a C-shaped lip, plunge and collapse into white water

  • Swash runs up the sand and drains back with a natural backwash

  • Crests break up along their length, so no two waves look alike

  • Tune it like a surfer would: wave period, travel speed and steepness

💨 Crest spray

  • Mist sheets and droplet streaks thrown off every breaking wave

  • Placed exactly on the drawn lip, with more spray where waves roll and plunge

  • Fully adjustable amount, size, throw speed and tilt

🌐 FFT open ocean

  • Real wind-sea spectrum (Tessendorf), three cascades, no visible tiling

  • Wind speed, direction, fetch, choppiness and whitecaps

  • Blends seamlessly into the simulated shore waves

  • Runs in the editor, so you can tune the sea without pressing Play

🏞️ Lakes & rivers

  • Lakes fill any basin at their own level: just place the actor and move it up or down

  • Rivers follow a spline down your terrain, speed up on slopes, flow around rocks and carry foam

  • River mouths push a plume into the sea or a lake, and calm the waves around them

🎨 Look & feel

  • Depth-based colour: clear sandy shallows to deep blue-green water

  • Dense moving foam with anti-tiling, stretched along the flow

  • Underwater post process that follows the waves at the camera

  • Caustics projected onto the seabed, focused by the real waves

  • Wet sand and footprints on your landscape (example material included)

🧪 Water tint volumes

  • Colour water inside a sphere: dye, silt, blood, toxic spills

  • Follows the real wave surface, drifts with a current and swirls

  • Optional shape mask; works from above and from underwater

🏊 Gameplay

  • Swimming: characters wade, swim, dive and drift with currents (reparent your character, no code needed)

  • Buoyancy: boats, crates and logs float on the real waves and drift with currents

  • Water exclusion: keep the water out of boat hulls and submarines (concave shapes too)

  • Interaction: characters and boats leave ripples, bow wakes, footprints and wet sand

  • Blueprint water queries (surface height, normal, depth) for your own gameplay

⚙️ Built for production

  • Endless water: the simulation follows the player, and a clipmap surface reaches the horizon

  • Global quality presets for your graphics settings menu

  • Niagara data interface to use the simulation in your own effects

  • Save and load your tuned settings as JSON

  • 36-page PDF documentation included

Technical details:

Supported engine versions5.4, 5.5, 5.6, 5.7, 5.8
Supported platformsWindows (Win64)
RHIDirectX 12 (SM6) or Vulkan (compute shaders required)
Code modulesKeraFlow (Runtime)
Blueprints5 ready-to-use actors: Ocean, Lake, River, Tint Volume, Water Exclusion

Dependencies:Niagara, Compute Framework (enabled automatically)
Documentation:Included (PDF, 26 chapters)
Project setting
Custom Depth-Stencil Pass enabled (the engine default)

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