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    Originally posted by Yoyomike View Post
    That black horizon seam line is ruining the whole effect, otherwise, its beautiful, the water needs more random values in color, and normal, regular water doesn't just sit.
    When you look at photos of tropical islands you can see a dark line where the deep water begins, I tried to recreate that with ExponentialHeightFog but it doesn't really work.

    Comment


      Hey just a quick question. Planar reflections are broken at the moment for VR. what can I do to not use Planar reflections. When i disable it the water goes black.

      Comment


        Originally posted by alllesss View Post
        Guys I'm trying to Package my project [wind64- Unreal 4.12.5] including this pack but I'm getting this error :

        Code:
        MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
        MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
        MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
        MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
        PackagingResults:Error: Error Unknown Cook Failure
        I've gone through this thread and seems like other people have some similar issues with packaging too. Is there any workaround for this ?! or should we wait for 4.13 ?!
        I was having the same trouble but resolved by compiling the code in VS2015 including the Ocean plug in, I also striped out a lot of the items I didnt need before packaging. If you go back to page 40 you can see my long post of what I was going through I hope it helps.
        Victor "Vexar" Mercieca
        Twitch Channel
        Artstation
        Youtube Channel

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          Anyone had luck with Waveworks ever? I can't apply textures to the surface, the detail is lost, its like the UVs aren't proper or something.

          Comment


            No matter what I do my ocean always looks do dark / dirty. I even tried to copy the exact same settings from the demo project ocean but it just looks completely different. Does anyone know why? I mean settings are settings. How can the outcome of my ocean look totally different then the one provided within the demo project?

            Comment


              Originally posted by SirPixell View Post
              No matter what I do my ocean always looks do dark / dirty. I even tried to copy the exact same settings from the demo project ocean but it just looks completely different. Does anyone know why? I mean settings are settings. How can the outcome of my ocean look totally different then the one provided within the demo project?
              Post process volume.
              Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

              Comment


                Originally posted by SirPixell View Post
                No matter what I do my ocean always looks do dark / dirty. I even tried to copy the exact same settings from the demo project ocean but it just looks completely different. Does anyone know why? I mean settings are settings. How can the outcome of my ocean look totally different then the one provided within the demo project?
                It's probably a Skylight isssue, try setting your skylight to movable and increasing the intensity.

                Comment


                  Originally posted by Dogsofknowledge View Post
                  It's probably a Skylight isssue, try setting your skylight to movable and increasing the intensity.
                  You were right, thank you! As I deleted my skylight and added the blueprint for the ocean everything changed. The lightning is messed up now and I have lots of new stuff to mess around with. Is there any tutorial explaining how to properly set the plugin up. I couldn't find any here and I am completely new to this subject. Any help is much appreciated.

                  Comment


                    I have directly copied the demo maps over to a new project but when viewed in the new project the underwater visual effect does not work at all.

                    Comment


                      Hey -

                      I see the folder "4.12 Shaders (by LeFxGuy)" and the contents inside - im not sure how to "add" these or where to add .....
                      This maybe whats causing people (including myself) to have issues with the PP_Global not displaying the underwater effects.
                      I have copy/pasted items from this project to my own, everything but the underwater view works (the blue postprocessing). I have been trying to get it to work for about 6 hours no, no luck.
                      Any direction from those that have it working (4.12.5) ?
                      Founder and CEO of Angry Penguin Studio, LLC
                      Dallas, TX USA
                      https://www.facebook.com/AngryPenguinStudios

                      Comment


                        Originally posted by Jabeds View Post
                        I have directly copied the demo maps over to a new project but when viewed in the new project the underwater visual effect does not work at all.
                        Look in the level BP of the stock project you need to figureout a way to findout when the camera is underwater and thus apply the PP effects in the underwater volume. You need underwater BP, PP underwater set to PP_Underwater_inst_2 and the logic that when camera goes underwtaer is calls bool isUnderwater() == true on a do once and then resets the inverse which sets it to false when its above. These functions take the player camera location and compare it to the oceans GetWaveHeightValue(bool twoIterations, FVector locIn, &FVector OutDifference, bool& OutBIsUnderwater) (or something like that) and then they subtract 10 cm for extra sureness.

                        Originally posted by Angrytoilet View Post
                        Hey -

                        I see the folder "4.12 Shaders (by LeFxGuy)" and the contents inside - im not sure how to "add" these or where to add .....
                        This maybe whats causing people (including myself) to have issues with the PP_Global not displaying the underwater effects.
                        I have copy/pasted items from this project to my own, everything but the underwater view works (the blue postprocessing). I have been trying to get it to work for about 6 hours no, no luck.
                        Any direction from those that have it working (4.12.5) ?
                        PP_Global does not display underwater effects. PP_Underwater_inst_2 and BP_Underwater with a PP_Underwatervolume AND a way to enable it when underwater do. The shaders go in your 4.12/engine/shaders/* where all the unreal shader files are (.usf)
                        Close editor first, restart and hit ctrl + shift + comma to recompile editor shaders. Same way its been since... 4.8 or so?

                        Boom bang bing.
                        Last edited by Nsomnia; 08-22-2016, 09:19 AM.
                        Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

                        Comment


                          Originally posted by alllesss View Post
                          Guys I'm trying to Package my project [wind64- Unreal 4.12.5] including this pack but I'm getting this error :

                          Code:
                          MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
                          MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
                          MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
                          MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
                          PackagingResults:Error: Error Unknown Cook Failure
                          I've gone through this thread and seems like other people have some similar issues with packaging too. Is there any workaround for this ?! or should we wait for 4.13 ?!
                          The issue is the sky HUD doesnt compile in a level BP so you cook that level or a memory reference to that level and it fails. I think its Island_Map or either wya one of the ocean maps, check the level BP and delete the OLD_HUD sky bit. It doesnt compile and definitly doesnt cook.
                          Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

                          Comment


                            Hello guys, i was trying to implement this in my project and when copied everything and opened the project it forced me to do a build. I did and everything was inside but i had to reconnect basically every shader and re-copy all the materials and blueprints. I'm guessing i did something wrong? (i am using this plugin inside an editor already modified which is runned trough github).

                            After i copied everything and spend a couple hours re writing everything so it mimic the project one (does everyone have to do this or is there a faster/better way to implement this??) this is what i got:Click image for larger version

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                            there is blank where the waves are supposed to be. Is there a way to fix this? i checked everything referencing the waves. The material, mesh, blueprint, everyhing! help me pleaseeeeee

                            thanks a lot in advance!
                            Seehr
                            Attached Files

                            Comment


                              Originally posted by Seehr View Post
                              Hello guys, i was trying to implement this in my project and when copied everything and opened the project it forced me to do a build. I did and everything was inside but i had to reconnect basically every shader and re-copy all the materials and blueprints. I'm guessing i did something wrong? (i am using this plugin inside an editor already modified which is runned trough github).

                              After i copied everything and spend a couple hours re writing everything so it mimic the project one (does everyone have to do this or is there a faster/better way to implement this??) this is what i got:[ATTACH=CONFIG]107421[/ATTACH]

                              there is blank where the waves are supposed to be. Is there a way to fix this? i checked everything referencing the waves. The material, mesh, blueprint, everyhing! help me pleaseeeeee

                              thanks a lot in advance!
                              Seehr
                              Migrate the content folder to your project and copy th eplugins folder to /plugins/
                              Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

                              Comment


                                Originally posted by Nsomnia View Post
                                Migrate the content folder to your project and copy th eplugins folder to /plugins/
                                I did this and i still had to reconnect all the functions and parameter collection and everything else
                                Maybe it's because i'm using a modified version of the engine?
                                it forced me to do a build the first time i loaded the project.

                                Comment

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