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    #31
    Originally posted by RatByteGames View Post
    Hello i want to make a underwaterstation but how i can override inside the station the pp material ?
    I have made a video about this and it is on my YouTube channel:

    Keep in mind thou, this video shows how to do it for a single object underwater, but you can have many material instances applied to the postprocess, each one for an object, and you can active the material as your character (or camera) moves inside the object (dome or whatever you have) by setting up the blend value which appear at left of that material inside the postprocess. It is just a matter of criativity, really.
    Nilson Lima
    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
    Join us at Discord: https://discord.gg/FUwTvzr

    UE4 Marketplace: Cloudscape Seasons
    supporting: Community FREE Ocean plugin

    Comment


      #32
      Is there a 4.20 (+) build around?
      Or how do we compile this on 4.20 ?

      Some help or answers would be nice ;-)

      Comment


        #33
        Originally posted by WorldCreator View Post
        Is there a 4.20 (+) build around?
        Or how do we compile this on 4.20 ?

        Some help or answers would be nice ;-)
        You can just download the 4.19 from GitHub and recompile it, nothing difficult if you already have compiled a project with plugins in Visual Studio before. Usually you just change the project .uproject file to 4.20, save this file, right-click it and choose to regenerate the visual studio files, then you open the .sln file with Visual Studio and choose rebuild, save all and then you can open the project .uproject in UE editor normally.
        Nilson Lima
        Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
        Join us at Discord: https://discord.gg/FUwTvzr

        UE4 Marketplace: Cloudscape Seasons
        supporting: Community FREE Ocean plugin

        Comment


          #34
          Quick question on something
          First off great job on the project, it looks amazing!

          I was wondering if there is a way to apply the plugin to a material so it is not infinite? For example say i use one of the default projects included in the package and i add a ship into it, i want to create a custom mesh to have a shape that is somewhat shaped like the hull but add a ocean material to it that is slightly more turbulent that what the main ocean is ,to give the illusion that there is a wake around ship, or have it sinking ect.

          Keep up the good work!

          Comment


            #35
            Dreamcastgamer The material can be applied to any plane provided it has vertices enough for the tesselation, you can use the mesh inside the blueprint BP_Ocean and change its scale for your purposes. If you study the contents of BP_Ocean blueprint you will notice there are several ocean materials, the one first loaded when you run the demo project, once it is downloaded from GitHub, it M_OceanUltra. I would recommend thou for you to produce a variation of the BP_Ocean, which means strip out the Ocean Manager which currently handles the infinite ocean (it rescales the plane based on the camera position).

            I have posted videos at YouTube showing how to handle the wave scales, check that out, they are the most recent ones.

            About your plans on the usage, the "custom mesh to have a shape that is somewhat shaped like the hull but add a ocean material to it that is slightly more turbulent", I am not sure I could figure that out by your description, but to achieve this the only thing you can do is to study the project on all its aspects, because one thing is the wave pattern on the plane (this is a material) and another thing is the underwater (a postprocess material), so studying all the aspects to completely understand it. The project is being supported by the community, but since the original author is nowhere to be found it is likely to not receive any updates. I am working thou in a new ocean system that is supposed to support a lot more use cases and has a lot more features, that you can follow up here: https://forums.unrealengine.com/unre...r-ocean-plugin

            Good luck on your project!
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/FUwTvzr

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

            Comment


              #36
              I'm getting an startup crash when running the packaged build (UE 4.20.3, Windows 10 x64). The editor works just fine

              Click image for larger version

Name:	47844182ff82f800ddc111e89c766122dc2bf9f6.png
Views:	188
Size:	9.0 KB
ID:	1546367

              Comment


                #37
                Originally posted by Rbn_3D View Post
                I'm getting an startup crash when running the packaged build (UE 4.20.3, Windows 10 x64). The editor works just fine

                Click image for larger version

Name:	47844182ff82f800ddc111e89c766122dc2bf9f6.png
Views:	188
Size:	9.0 KB
ID:	1546367
                I am going to check this, but I have packaged before and worked fine regardless the engine version. I will let you know in a few hours.
                Nilson Lima
                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                Join us at Discord: https://discord.gg/FUwTvzr

                UE4 Marketplace: Cloudscape Seasons
                supporting: Community FREE Ocean plugin

                Comment


                  #38
                  Originally posted by Rbn_3D View Post
                  I'm getting an startup crash when running the packaged build (UE 4.20.3, Windows 10 x64). The editor works just fine

                  Click image for larger version

Name:	47844182ff82f800ddc111e89c766122dc2bf9f6.png
Views:	188
Size:	9.0 KB
ID:	1546367
                  There are several errors during the packaging that are preventing the code to be compiled, so that's the main reason the OceanManager could not be found since it is a class inside the plugin. I will need to compare with a packaging with 4.19 and see the differences to understand how to deal with them in 4.20, that might take a while, please stand by.

                  Nilson Lima
                  Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                  Join us at Discord: https://discord.gg/FUwTvzr

                  UE4 Marketplace: Cloudscape Seasons
                  supporting: Community FREE Ocean plugin

                  Comment


                    #39
                    Originally posted by NilsonLima View Post

                    There are several errors during the packaging that are preventing the code to be compiled, so that's the main reason the OceanManager could not be found since it is a class inside the plugin. I will need to compare with a packaging with 4.19 and see the differences to understand how to deal with them in 4.20, that might take a while, please stand by.
                    Sounds good! Thank you.

                    Comment


                      #40
                      Originally posted by NilsonLima View Post

                      There are several errors during the packaging that are preventing the code to be compiled, so that's the main reason the OceanManager could not be found since it is a class inside the plugin. I will need to compare with a packaging with 4.19 and see the differences to understand how to deal with them in 4.20, that might take a while, please stand by.

                      Well, I updated "ComputeShaderDev" plugin to the 4.20 branch, and rebuilt the plugins. Before I think the build of the plugins was failing, Now compiles, but building my game fails now, I'm getting this:

                      ‚Äč

                      It says "Unrecognized shader frecuency" for FGlobalComputeShader...

                      I also updated OceanPlugin.Build.cs, and ComputeShaderDevPlugin.Build.cs, I basically modified the public/private include paths like this (I read somewhere that is the format UE 4.20 wants):

                      PublicIncludePaths.AddRange(
                      new string[] {
                      Path.Combine(ModuleDirectory, "Public")
                      // ... add public include paths required here ...
                      }
                      );


                      PrivateIncludePaths.AddRange(
                      new string[] {
                      Path.Combine(ModuleDirectory, "Private"),
                      // ... add other private include paths required here ...
                      }
                      );


                      I think I'm close to a fix, but I'm stuck at this shader error...
                      Any ideas?


                      I'll submit a PR if I finally manage to get this working.

                      Thank you.

                      Comment


                        #41
                        Also tried "Weather-Simulation" branch of ComputeShaderDev, there are also errors:

                        When rebuilding, plugins are built sucessful, but after that, the editor gets stuck when loading the project at 95%, and after some time it crashes.

                        This is the relevant part of the log:





                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: === Critical error: ===
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: Fatal error: [File:\Build\++UE4\Sync\Engine\Source\Runtime\ShaderCore\Private\ShaderParameters.cpp] [Line: 25]
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: Failure to bind non-optional shader parameter numSteps! The parameter is either not present in the shader, or the shader compiler optimized it out.
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffb903a388 KERNELBASE.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa25b6850 UE4Editor-ApplicationCore.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa2b962fc UE4Editor-Core.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa2b251db UE4Editor-Core.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff9b77291f UE4Editor-ShaderCore.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff729d4594 UE4Editor-ComputeShaderDevPlugin.dll!FGlobalComputeShader::FGlobalComputeShader() [plugins\computeshaderdev\source\computeshaderdevplugin\public\shader_interface.h:95]
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff729d5254 UE4Editor-ComputeShaderDevPlugin.dll!FGlobalComputeShader::ConstructCompiledInstance() [plugins\computeshaderdev\source\computeshaderdevplugin\public\shader_interface.h:50]
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc5519d UE4Editor-Engine.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc75185 UE4Editor-Engine.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc77bce UE4Editor-Engine.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc74610 UE4Editor-Engine.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc31e07 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc22005 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc05325 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff404780be UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3ffae174 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3ffadf63 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff4048fd7b UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff40476893 UE4Editor-UnrealEd.dll!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128d5a34 UE4Editor.exe!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128d5bba UE4Editor.exe!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128e3dac UE4Editor.exe!UnknownFunction []
                        [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128e5aaa UE4Editor.exe!UnknownFunction []
                        [2018.11.04-11.11.26:838][ 0]LogWindows: Error: [Callstack] 0x00007fffbb923034 KERNEL32.DLL!UnknownFunction []
                        [2018.11.04-11.11.26:838][ 0]LogWindows: Error: [Callstack] 0x00007fffbc0f1471 ntdll.dll!UnknownFunction []
                        [2018.11.04-11.11.26:838][ 0]LogWindows: Error:
                        [2018.11.04-11.11.26:850][ 0]LogExit: Executing StaticShutdownAfterError
                        [2018.11.04-11.11.26:852][ 0]LogWindows: FPlatformMisc::RequestExit(1)
                        [2018.11.04-11.11.26:855][ 0]Log file closed, 11/04/18 12:11:26
                        Last edited by Rbn_3D; 11-04-2018, 07:30 AM. Reason: Fix typo

                        Comment


                          #42
                          The folder ComputeShaderDevPlugin you can delete it from the plugins folder. It was added there some time ago by Dotcam by mistake. Indeed those changes you mentioned about the include path are necessary, I have found a version which packaged ok and I will add a comment here about it. Unfortunetely as Dotcam is MIA we can't handle the repository, so I think we will have it duplicated or create a branch to have the asset moving forward.
                          Nilson Lima
                          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                          Join us at Discord: https://discord.gg/FUwTvzr

                          UE4 Marketplace: Cloudscape Seasons
                          supporting: Community FREE Ocean plugin

                          Comment


                            #43
                            Originally posted by NilsonLima View Post
                            The folder ComputeShaderDevPlugin you can delete it from the plugins folder. It was added there some time ago by Dotcam by mistake. Indeed those changes you mentioned about the include path are necessary, I have found a version which packaged ok and I will add a comment here about it. Unfortunetely as Dotcam is MIA we can't handle the repository, so I think we will have it duplicated or create a branch to have the asset moving forward.
                            I added the ComputeShaderDev plugin, this can be removed, it was just a proof of concept, and I'm not working on it right now. User's should be using the 4.19 stable branch anyways.
                            Last edited by EvoPulseGaming; 11-04-2018, 11:33 AM.
                            Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
                            ComputeShader CPU->GPU->CPU
                            Universal GetNetwork/LocalRole

                            Comment


                              #44
                              Originally posted by Rbn_3D View Post
                              Also tried "Weather-Simulation" branch of ComputeShaderDev, there are also errors:

                              When rebuilding, plugins are built sucessful, but after that, the editor gets stuck when loading the project at 95%, and after some time it crashes.

                              This is the relevant part of the log:





                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: === Critical error: ===
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: Fatal error: [File:\Build\++UE4\Sync\Engine\Source\Runtime\ShaderCore\Private\ShaderParameters.cpp] [Line: 25]
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: Failure to bind non-optional shader parameter numSteps! The parameter is either not present in the shader, or the shader compiler optimized it out.
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error:
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffb903a388 KERNELBASE.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa25b6850 UE4Editor-ApplicationCore.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa2b962fc UE4Editor-Core.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fffa2b251db UE4Editor-Core.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff9b77291f UE4Editor-ShaderCore.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff729d4594 UE4Editor-ComputeShaderDevPlugin.dll!FGlobalComputeShader::FGlobalComputeShader() [plugins\computeshaderdev\source\computeshaderdevplugin\public\shader_interface.h:95]
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff729d5254 UE4Editor-ComputeShaderDevPlugin.dll!FGlobalComputeShader::ConstructCompiledInstance() [plugins\computeshaderdev\source\computeshaderdevplugin\public\shader_interface.h:50]
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc5519d UE4Editor-Engine.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc75185 UE4Editor-Engine.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc77bce UE4Editor-Engine.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3cc74610 UE4Editor-Engine.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc31e07 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc22005 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3fc05325 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff404780be UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3ffae174 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff3ffadf63 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff4048fd7b UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007fff40476893 UE4Editor-UnrealEd.dll!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128d5a34 UE4Editor.exe!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128d5bba UE4Editor.exe!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128e3dac UE4Editor.exe!UnknownFunction []
                              [2018.11.04-11.11.26:837][ 0]LogWindows: Error: [Callstack] 0x00007ff7128e5aaa UE4Editor.exe!UnknownFunction []
                              [2018.11.04-11.11.26:838][ 0]LogWindows: Error: [Callstack] 0x00007fffbb923034 KERNEL32.DLL!UnknownFunction []
                              [2018.11.04-11.11.26:838][ 0]LogWindows: Error: [Callstack] 0x00007fffbc0f1471 ntdll.dll!UnknownFunction []
                              [2018.11.04-11.11.26:838][ 0]LogWindows: Error:
                              [2018.11.04-11.11.26:850][ 0]LogExit: Executing StaticShutdownAfterError
                              [2018.11.04-11.11.26:852][ 0]LogWindows: FPlatformMisc::RequestExit(1)
                              [2018.11.04-11.11.26:855][ 0]Log file closed, 11/04/18 12:11:26
                              As far as I know, I have access to the repository. While RL issues has kept me really busy, if you open a Pull Request with the fixes, I can merge it easily.
                              I won't be able to fix those issues by myself for a while yet, but I can happily merge PRs

                              I apologize for not being able to add fixes on my own, like in the past - it will be a few more weeks until I can get back to code fixing

                              Comment


                                #45
                                Originally posted by Zoc View Post

                                As far as I know, I have access to the repository. While RL issues has kept me really busy, if you open a Pull Request with the fixes, I can merge it easily.
                                I won't be able to fix those issues by myself for a while yet, but I can happily merge PRs

                                I apologize for not being able to add fixes on my own, like in the past - it will be a few more weeks until I can get back to code fixing
                                I finally did a PR adding support for 4.20:

                                https://github.com/UE4-OceanProject/...roject/pull/90

                                Hope it helps someone!

                                Comment

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