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    Apologies for my retardedness. Looks like I overlooked copying the watervolume...
    After pasting it in, and then copying and pasting a buoyant actor from ExampleMap_01 all's afloat.
    Thanks again, Rathren!
    Last edited by kusokuso1; 06-17-2016, 08:17 AM.

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      Hey guys I just found out that when the ocean project initialization gets stuck at 45%, its compiling thousands of shaders. Now, once that is completed, I am able to use the ocean project assets. But when I open any other project, I see that the initialization is again stuck at 45%. I have not added any recent plugins or assets. Does this mean that for every project I open,the ocean project shaders will be compiled? I tried opening the ocean project again but it does not get stuck at 45%.Maybe because for this project the shaders have already been compiled. Since I am using a mid range computer, compiling took more than two hrs for the ocean project. I can't wait for that long for every project that I create or open.
      Please help!!
      Edit: Sorry for the stupid question ! It takes time to compile but only 20 min. In case of the Ocean Project, the same thing took 2 hrs to compile?!
      Last edited by NirabhroMakhal; 06-17-2016, 11:10 AM.

      Comment


        Originally posted by NirabhroMakhal View Post
        Hey guys I just found out that when the ocean project initialization gets stuck at 45%, its compiling thousands of shaders. Now, once that is completed, I am able to use the ocean project assets. But when I open any other project, I see that the initialization is again stuck at 45%. I have not added any recent plugins or assets. Does this mean that for every project I open,the ocean project shaders will be compiled? I tried opening the ocean project again but it does not get stuck at 45%.Maybe because for this project the shaders have already been compiled. Since I am using a mid range computer, compiling took more than two hrs for the ocean project. I can't wait for that long for every project that I create or open.
        Please help!!
        Edit: Sorry for the stupid question ! It takes time to compile but only 20 min. In case of the Ocean Project, the same thing took 2 hrs to compile?!
        I am not 100% positive why it takes so much longer with this project, but most likely is due to the complex ocean material(s). Each one is 250+ shaders (600+ instructions), along with all of the other content included it does add up pretty quick.

        There's not much we can do about it since we don't know which quality level you guys use (meaning multiple materials), but thankfully this only happens once on the first load in a new engine version. It get's really annoying for me too, I have a couple copies of the project for testing out different ideas along with the master version, takes a long time when an update gets released...

        Open it up then go get a beer, helps pass the time
        Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

        Comment


          Each time the shader files (.usf) change (which happens in every new engine release) you will have to wait for the shaders to recompile in all of your projects this is not something new or specific to this project.

          Now if the compilation times are longer than usual then it could be an engine change or a bug.. but personally I have not experienced that long compile times! are you guys saying it took hours to move from 45%?
          I'm on a i7-980x, could it be that my CPU is that much faster? because it takes less than 5 minutes (I just deleted the Intermediate folder and did a full recompile).

          It sounds to me like this is some kind of bug because even in my (old and under-powered as hell) laptop it takes ~30 minutes from what I remember.

          4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
          WIP Interactive Water Shader, WIP 2D Water Sim
          WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD

          Comment


            Originally posted by TK-Master View Post
            Now if the compilation times are longer than usual then it could be an engine change or a bug.. but personally I have not experienced that long compile times! are you guys saying it took hours to move from 45%?
            Didn't mean that it took that long for me TK, was just trying to sympathize

            Opening the kite demo? now that really does take an hour + to get past 45% on my machine, this project not so much.

            I have an i5-4670k and it takes 3-5min to get past 45% it's after that point that takes much longer, usually 9000+ shaders to compile once the project opens. If I forget to turn off "Realtime" mode while they compile it can take 20+ min per project for me.
            Last edited by DotCam; 06-17-2016, 02:42 PM.
            Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

            Comment


              Hello everyone,

              I would like to contribute what little I can if permitted!
              First I would like to bring out some of the shortcomings of this project. They are:

              1) No actual interaction of meshes with the ocean(eg. ripples)
              2) No waves on the beach.

              1-}
              For the first problem I have found a plugin made by ehamloptiran some years ago. It seems to be dead now.https://forums.unrealengine.com/show...Surface-Plugin
              The last version was working for UE4.11 . I downloaded it and tried it. It installed properly but gave me an error on enabling it inside my project. See this:https://answers.unrealengine.com/que...lation-problem

              2-}
              I have tried to make time- based lerping material which resembles a wave. It needs a lot improvement though, but I have done what I could do.

              Now it needs the right water texture and a bit more perfection. One more thing that it does not have is variation of the waves. If anyone would like to make this material usable please do.

              Click image for larger version

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              Here is my material https://drive.google.com/open?id=0B_...Eh5WWV5YktHVVU

              Here is a video https://1drv.ms/v/s!AlrmnHuPUGlNhVl2pZBKpNANB7q7
              As you can see I have applied my material on flat cubes and then resized 3 of them.

              If you think it can be improved please suggest and help us improve the ocean project.

              Comment


                Originally posted by NirabhroMakhal View Post
                Hello everyone,

                1) No actual interaction of meshes with the ocean(eg. ripples)
                .
                Well, if you only go for visual interaction like foam, either depth fade based (inferior, because foam turns invisible when looking from side and also cuts of sharp at end of object overlap) or distant field based (distancetonearestsurface material node) are the ways to go.
                If you want to go truly with ocean mesh deformation then here: https://forums.unrealengine.com/show...wave+particles (hard to implement)

                I tried he distance field method yesterday, works great. You can have terribly high waves and foam is rock solid (like 1:50min foam crawling under the rock or big waves at 2:30min - end)

                Comment


                  Originally posted by NirabhroMakhal View Post
                  Hello everyone,

                  I would like to contribute what little I can if permitted!
                  First I would like to bring out some of the shortcomings of this project. They are:

                  1) No actual interaction of meshes with the ocean(eg. ripples)
                  2) No waves on the beach.

                  1-}
                  For the first problem I have found a plugin made by ehamloptiran some years ago. It seems to be dead now.https://forums.unrealengine.com/show...Surface-Plugin
                  The last version was working for UE4.11 . I downloaded it and tried it. It installed properly but gave me an error on enabling it inside my project. See this:https://answers.unrealengine.com/que...lation-problem
                  Hi there,

                  We have done a lot of work trying to get that plugin to play nicely with the ocean project, and it is (partly) possible to do. The problem isn't so much performance, but rather hard driver crashes when using it. A small grid is not too expensive to render, but using both the ocean waves and the fluid surface on a large scale is. Here's a video I made to show [MENTION=1127]TK-Master[/MENTION] it was working with this project a while back:



                  As you can see the grid is pretty small, anything larger than that and my video drivers would crash both UE4, and Windows too in some cases.

                  There is something in the code that doesn't work properly on DX11 (my best guess since it was ported from an older version), triggering a crash after a few minutes of use (with Nvidia drivers at least, I have a 980). I would really appreciate any help, if anyone can find out how to get it working properly I would gladly implement it fully into the project. It is very complex though, requiring C++ and HLSL shader code, which is why it has been backlogged for now. Both the FluidSurface actor and FFT are advanced techniques we are in the process of exploring further.

                  Thanks

                  EDIT: The error message you are getting just means the plugin code needs to be recompiled for your version of the editor. I wouldn't recommend using the code provided from that thread anyways, there have been major changes to the rendering engine since that project was abandoned. I have a working copy (as of 4.9) in my git repo list, but that too may require further changes to get it working correctly with ver 4.11 or 4.12.
                  Last edited by DotCam; 06-18-2016, 11:53 AM.
                  Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                  Comment


                    Hi, thank you for your work!
                    Is there some videotutorial? For example:
                    1) how to import the plugin
                    2) how to create the sea/lake and setup the wave
                    3) how to float the boat

                    Thank you,
                    have a good day
                    M

                    Comment


                      Originally posted by marcoatmac View Post
                      Hi, thank you for your work!
                      Is there some videotutorial? For example:
                      1) how to import the plugin
                      2) how to create the sea/lake and setup the wave
                      3) how to float the boat

                      Thank you,
                      have a good day
                      M
                      Hi there,

                      If you want to try it out, the download includes a fully working example. To add it to your project simply copy the plugin to your \ProjectName\Plugins folder (make one if there isn't one already), and migrate the content over. Here's a step by step tutorial:
                      https://github.com/UE4-OceanProject/...o-your-project

                      Thanks
                      Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                      Comment


                        Is it possible to set this up with a custom player controller?

                        Comment


                          Hey Dotcam,

                          I've been using your new sky for a few days now and been tweaking my settings constantly to get a day/night cycle that looks good at any time, but I am running into some issues that I'm hoping you can help me with please?

                          The main issue I have is with the skylight and shadow darkness etc. The shadow darkness seems entirely dependent on what time of day I initially press 'Play'.
                          For example, if I set the time to 12 noon with my current settings, I have balanced them so the shadows are not entirely black, they are softer so you can see detail through them. So it's 12 noon and I press 'Play' and get my nice 'lighter' shadows but when night time comes, it's waaaay too bright.
                          So *without changing any other settings* I change the time of day to say 1am and it goes very dark. I press 'Play' and indeed it is very dark as intended, but as the sun comes up and goes through the day, my shadows are extremely dark.
                          So for some reason the skylight which is the main factor in determining the shadow darkness etc is taking the initial settings from the time of day I am currently set to and using those no matter what time of day/night it is.
                          I've done a lot of messing with this. I have no other lights or fog in the scene, I am only using your sky for the settings.

                          Have you any idea why this is the case? Is it me or a bug in your Blueprints or an engine issue?
                          EDIT: There's a quick video below to show what I mean.
                          Higher quality vid now:
                          https://vid.me/SJE7

                          Thanks
                          Daz

                          P.S - I'm not complaining by the way, you and the communities work is beyond awesome.
                          Last edited by dazuk1978; 06-18-2016, 07:48 PM.

                          Comment


                            Originally posted by dazuk1978 View Post
                            Hey Dotcam,

                            I've been using your new sky for a few days now and been tweaking my settings constantly to get a day/night cycle that looks good at any time, but I am running into some issues that I'm hoping you can help me with please?

                            The main issue I have is with the skylight and shadow darkness etc. The shadow darkness seems entirely dependent on what time of day I initially press 'Play'.
                            For example, if I set the time to 12 noon with my current settings, I have balanced them so the shadows are not entirely black, they are softer so you can see detail through them. So it's 12 noon and I press 'Play' and get my nice 'lighter' shadows but when night time comes, it's waaaay too bright.
                            So *without changing any other settings* I change the time of day to say 1am and it goes very dark. I press 'Play' and indeed it is very dark as intended, but as the sun comes up and goes through the day, my shadows are extremely dark.
                            So for some reason the skylight which is the main factor in determining the shadow darkness etc is taking the initial settings from the time of day I am currently set to and using those no matter what time of day/night it is.
                            I've done a lot of messing with this. I have no other lights or fog in the scene, I am only using your sky for the settings.

                            Have you any idea why this is the case? Is it me or a bug in your Blueprints or an engine issue?
                            There's a quick video below to show what I mean. Excuse the poor quality, but you should be able to see enough to understand the issue...
                            https://vid.me/nxmK

                            Thanks
                            Daz

                            P.S - I'm not complaining by the way, you and the communities work is beyond awesome.
                            Hey no worries! I know you aren't complaining, this project doesn't have the best (or in most cases any) documentation so no need to feel bad about asking questions, I'm happy to help!

                            Because recapturing the skylight is expensive, I set it up to only capture every x seconds/minutes, by default it's 10min I believe, and also needs to be enabled in the Atmosphere section of the details panel. It's enabled by default in the demo project, but isn't done by default in the blueprint.

                            So check that first, if it is set already then there might be a bug. I'm away from my computer at the moment so can't double check, but that should work when enabled.

                            I'm working on a way to blend together multiple cube maps (captured from your game world at set times) that will eliminate the performance drops caused by recapturing the skylight, but more on that later.

                            Hope that fixes it! If not let me know and I'll see what's up.
                            Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                            Comment


                              Originally posted by Ashkarn View Post
                              Is it possible to set this up with a custom player controller?
                              Yes you can, in fact by default it uses a custom player controller. There is some custom logic added to it that you will need though.

                              Just make sure to copy any nodes into your own pc, you can find the one used in the project in the /ShipsAndExamples/CustomThirdPerson/ folder.
                              Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                              Comment


                                Hey.

                                Yeah I have all that set correctly. I've tried the update interval at everything from 10 to 0.1.
                                It really does seem to depend on the time of day you start at as to how dark/light your shadows are. Very odd.

                                Hope you can shed some light on it (no pun intended) at some point. Maybe when your update comes through, it may just solve it anyway?

                                Cheers
                                Daz

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