One more question, how underwater effect works?, how can a configure to do the underwater blue effect?
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[Community Project] FREE Ocean Water Shader
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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
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Hello Nilson,
first I would like to thank you for your work and your dedication for this community project. It has really grown into something amazing, you and all the other contributors can be proud!
I recently started to use the Ocean Project and I was not able to solve a problem I have encountered, I hope you or somebody else who has experience with the Ocean Project can help me solve this:
The problem I have is that translucent and additive materials do not get rendered between the water surface and the terrain. Please find below an image where I have displayed my problem and also show the material setups for this test.
I have pinpointed the cause for this down to the "BP_Ocean", meaning if I set "BP_Ocean" to "Invisible" or "Hidden in Game", the materials render as expexted.
I would be glad if you could explain to me the necessary steps so that translucent and additive materials get rendered, when under water.
Thanks for your time and all the best to you!
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Originally posted by swagentrotz View PostHello Nilson,
first I would like to thank you for your work and your dedication for this community project. It has really grown into something amazing, you and all the other contributors can be proud!
I recently started to use the Ocean Project and I was not able to solve a problem I have encountered, I hope you or somebody else who has experience with the Ocean Project can help me solve this:
The problem I have is that translucent and additive materials do not get rendered between the water surface and the terrain. Please find below an image where I have displayed my problem and also show the material setups for this test.
I have pinpointed the cause for this down to the "BP_Ocean", meaning if I set "BP_Ocean" to "Invisible" or "Hidden in Game", the materials render as expexted.
I would be glad if you could explain to me the necessary steps so that translucent and additive materials get rendered, when under water.
Thanks for your time and all the best to you!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
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Thanks for your quick response. Unfortunately changing the translucency sort priority did not fix my problem.
I dug a little deeper and I think the reason why translucent and additive materials are not rendered underwater (on top of the fog) is the stencil setup of the "M_Underwater_PP" material, used in "PP_Global". Your stencil video regarding masking the surface (for boats and stuff) did not help me unfortunately, as my problem is not to "cut out" something, but render a translucent or additive material on top of the underwater fog.
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Originally posted by swagentrotz View PostThanks for your quick response. Unfortunately changing the translucency sort priority did not fix my problem.
I dug a little deeper and I think the reason why translucent and additive materials are not rendered underwater (on top of the fog) is the stencil setup of the "M_Underwater_PP" material, used in "PP_Global". Your stencil video regarding masking the surface (for boats and stuff) did not help me unfortunately, as my problem is not to "cut out" something, but render a translucent or additive material on top of the underwater fog.
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
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Hi Nilson. Thanks for your video. I think you are right regarding the additive materials, I think they look fine, it's more the translucent materials that I would like to get working when rendered on top of the underwater fog. Here a few examples where translucency would be required:- Underwater Dust / Plankton Particles
- Underwater Air Bubble Particles
- Fake God Ray Meshes (for underwater caves for example)
I thought about adding all the fog stuff from "M_Underwater_PP" to the material of my mesh, but as the material domain of "M_Underwater_PP" is "Post Process" and because it uses exclusive nodes for that material domain, I can not replicate everything I would need for my material with the domain "Surface".
In the second image I made a mockup in photoshop to show you what I would like to achieve in the engine.
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Originally posted by swagentrotz View PostHi Nilson. Thanks for your video. I think you are right regarding the additive materials, I think they look fine, it's more the translucent materials that I would like to get working when rendered on top of the underwater fog. Here a few examples where translucency would be required:- Underwater Dust / Plankton Particles
- Underwater Air Bubble Particles
- Fake God Ray Meshes (for underwater caves for example)
I thought about adding all the fog stuff from "M_Underwater_PP" to the material of my mesh, but as the material domain of "M_Underwater_PP" is "Post Process" and because it uses exclusive nodes for that material domain, I can not replicate everything I would need for my material with the domain "Surface".
In the second image I made a mockup in photoshop to show you what I would like to achieve in the engine.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
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Hello,
I checked out previous pages and the old closed thread, I met with the "Lake" problem, how to create lakes instead of infinite ocean. I modified the C++ source a little bit to switch off infinite component so I got a sphere plane scaleable. After it the resize of plane works well but unfortunately near waves were broken. I tried set the parameters but there are manyand I dont know its fixable even with tweaking. Well, I tried the Reactive Dynamic Water asset too and though it looks good for lakes, it has very simple buoyancy and I need some boats on my lake and Ocean shader does it better with buoyancy points. Though I dont know for now which is more complicated to find out why Ocean shader waves break after rescale or adding better buoyancy to the another asset. If you have any idea how can I fix the waves without infinite component pls let me know, thx
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Originally posted by Maja2008dragon View PostHello,
I checked out previous pages and the old closed thread, I met with the "Lake" problem, how to create lakes instead of infinite ocean. I modified the C++ source a little bit to switch off infinite component so I got a sphere plane scaleable. After it the resize of plane works well but unfortunately near waves were broken. I tried set the parameters but there are manyand I dont know its fixable even with tweaking. Well, I tried the Reactive Dynamic Water asset too and though it looks good for lakes, it has very simple buoyancy and I need some boats on my lake and Ocean shader does it better with buoyancy points. Though I dont know for now which is more complicated to find out why Ocean shader waves break after rescale or adding better buoyancy to the another asset. If you have any idea how can I fix the waves without infinite component pls let me know, thx
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
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Originally posted by NilsonLima View Post
With infinite component ON, the lake "floods" my entire landscape, I would like small lakes on certain locations. (an area what a plane cuts to landscape). My landscape is mixed from various ones, and I have a desert lowland, which is completely filled with ocean with infinite component.
But seems the correct waves requires infinite component tick where it rescales and relocates the plane.
Why I dont use another asset for lake?Simply, because its the best, plus I didnt find similar properly working solution for buoyancy for objects more than a sphere or box.
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Okay I think with plane scale 1.0 Im getting waves without problem with infinity component OFF. Though its too big, but manageable with some landscape sculpting. (Scales smaller than 1.0 seems break the waves.)
Thanks for the wave tweak video, I continue now with that.
Buoyancy works wonderfully. I added a canoe to my lake with 8 test points and its very nice.
(Except water inside boat... Btw any idea how to get water out from boats inside?)
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Originally posted by Maja2008dragon View PostOkay I think with plane scale 1.0 Im getting waves without problem with infinity component OFF. Though its too big, but manageable with some landscape sculpting. (Scales smaller than 1.0 seems break the waves.)
Thanks for the wave tweak video, I continue now with that.
Buoyancy works wonderfully. I added a canoe to my lake with 8 test points and its very nice.
(Except water inside boat... Btw any idea how to get water out from boats inside?)
The water out of the boat I am working on it, but it is not easy and right now I am with hands full from doing other stuff. But it is on the plan.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
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