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    Hey guys, I've read the set-up guides but I can't for the life of me figure out why, but when I drag the BP_Ocean into my scene it's pure white and it's flickering like crazy. I can see the water nicely when I move extremely close to the plane; any ideas on how to fix this?

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      Originally posted by I Just ****** View Post
      Hey guys, I've read the set-up guides but I can't for the life of me figure out why, but when I drag the BP_Ocean into my scene it's pure white and it's flickering like crazy. I can see the water nicely when I move extremely close to the plane; any ideas on how to fix this?
      make sure you enable the planer reflections in your project -
      side note: open the different maps that come with the project and make sure you are not getting the same effect.
      If you are NOT, then, what other plugins are you using? clear project with nothing else besides this BP in it? Make sure you pulled the plugins folder and the content over to your own project properly (i dont use migrate, i use windows explorer copy/paste)
      Founder and CEO of Angry Penguin Studio, LLC
      Dallas, TX USA
      https://www.facebook.com/AngryPenguinStudios

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        Planar reflections is enabled in my project. I'm running 4.15.1. When I loaded the project for the first time I had the same effects on the viewport (brown mud decals on the screen?) as in the demo scene, and the water functioned for a brief moment before it returned to it's current state. I have no other plugins other than the default ones; this is the only plugin I've worked with so far. Might it be because I'm using World Composition? The results doesn't change when I place the ocean in the persistent level or not.

        I normally just copy/paste aswell, but that made the blueprint into a "Bad Blueprint" and gave me disconnected errors in the code.

        Here's how it appears once I've migrated the Ocean folder, turned on Planar Reflections, enabled the plugin. The water is moving, but the only visuals I can see is this. If I move further away the entire plane goes white like the rest of this picture:
        Click image for larger version

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        Last edited by Devatsu; 04-18-2017, 07:26 AM.

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          Maybe an issue with 4.15.1. I am not sure, I am not running 4.15. Make sure you are running the latest ocean plugin? Hopefully someone using 4.15 can speak up and assist.
          Founder and CEO of Angry Penguin Studio, LLC
          Dallas, TX USA
          https://www.facebook.com/AngryPenguinStudios

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            Well the ocean works in the demo scenes so it shouldn't be the engines' fault, but the import on my side. I'm running version 1.0 of the plugin.

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              Originally posted by I Just ****** View Post
              Well the ocean works in the demo scenes so it shouldn't be the engines' fault, but the import on my side. I'm running version 1.0 of the plugin.
              if its working in the demo, then your projects settings some place is breaking it.
              test: new project > add in ocean stuff only (copy paste) > see if it all loads for you (not on demo map)

              come to think of it -
              i had some weird issues with transparencies and other stuff breaking my water. kinda like what you are seeing. mainly the caps were all missing from the waves lol. Turns out TrueSky broke the water due to some material settings ...

              anyways - check what else could be causing it, reflections, materials in the sky ... it could really be anything
              Founder and CEO of Angry Penguin Studio, LLC
              Dallas, TX USA
              https://www.facebook.com/AngryPenguinStudios

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                I found the issue; I have a post processing volume in my scene, which overlays objects that I interact with, and is therefore unbound. When the volume is not unbound, the ocean works just as expected. Any suggestions? I wouldn't want to remove the volume as it's mandatory for my interaction system. Thanks for the help!

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                  Originally posted by I Just ****** View Post
                  I found the issue; I have a post processing volume in my scene, which overlays objects that I interact with, and is therefore unbound. When the volume is not unbound, the ocean works just as expected. Any suggestions? I wouldn't want to remove the volume as it's mandatory for my interaction system. Thanks for the help!
                  well here is the rub ...
                  the global is unbound (for ocean) you can remove that.
                  the swim/water pp is bound, but, will move with the water waves ... so ..
                  try this: set to ultra, remove the global pp, keep the rest. set your global as your own pp (in the ocean BP, but, not inside the bp .. just the editable functions)
                  that should work and keep the water setup and working, and, then when out of water, your own pp will take the place.
                  now .. if you need BOTH pp to work, you got me there, 2 postprocess at once maybe not be doable .. i dont know
                  Founder and CEO of Angry Penguin Studio, LLC
                  Dallas, TX USA
                  https://www.facebook.com/AngryPenguinStudios

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                    Originally posted by jonathan light


                    Look what I found
                    Thank god someone else is working on FFT water, this project looks like its dead

                    Comment


                      Originally posted by jonathan light
                      If you are quite right lately I do not see tkmaster in these places
                      i dont know that its "dead" i think they are working on something for the marketplace
                      really it depends on if you need ocean travel or not for this
                      the overhead (assuming your NOT using it for an ocean game) just isnt worth it.
                      Using this for an ocean game (travel or whatever) its not that bad.
                      With that said, there are plenty of ocean planes that can simulate this same effect and even have spline based lines for the breaks on a beach .... the one i am using to replace this is the one from the Tripical Islands on marketplace. The ocean has like 0 loss to my project, and, the beach line actually looks like .. a beach line.

                      Again, if your not making a ocean based project (sea travel, tons of underwater game play, needing water physics for waves and such) then this will be one of the biggest "wastes" of time and over head you can use. Its like building an "outerspace" to your map when you will never have outerspace travel.

                      Not trying to down this, as i think the community has done an outstanding job, but, its you dont need this, its not worth the trouble.
                      Founder and CEO of Angry Penguin Studio, LLC
                      Dallas, TX USA
                      https://www.facebook.com/AngryPenguinStudios

                      Comment


                        Hey when I package my project, I always got an error. Please help your project is so amazing !

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                          Originally posted by AP_Studios View Post
                          i dont know that its "dead" i think they are working on something for the marketplace
                          really it depends on if you need ocean travel or not for this
                          the overhead (assuming your NOT using it for an ocean game) just isnt worth it.
                          Using this for an ocean game (travel or whatever) its not that bad.
                          With that said, there are plenty of ocean planes that can simulate this same effect and even have spline based lines for the breaks on a beach .... the one i am using to replace this is the one from the Tripical Islands on marketplace. The ocean has like 0 loss to my project, and, the beach line actually looks like .. a beach line.

                          Again, if your not making a ocean based project (sea travel, tons of underwater game play, needing water physics for waves and such) then this will be one of the biggest "wastes" of time and over head you can use. Its like building an "outerspace" to your map when you will never have outerspace travel.

                          Not trying to down this, as i think the community has done an outstanding job, but, its you dont need this, its not worth the trouble.
                          This whole project is amazing I am sorry if my question was misunderstood

                          Comment


                            Hey Guys,

                            I'm currently working on an ArchVis project that uses the BP_Sky from this plugin. Sadly, I have an issue/a bug when trying to build lighting. It simply doesn't build the light at all. Someone recommended turning on 'Force No Precomputed Lighting' on which, for me, only disables the build process. I still have a huge performance hit and lighting bugs resulting in holes in the skybox.

                            Does anybody else have this issue and maybe also a solution to this?

                            Comment


                              Hey guys. One question, how do you turn off the distortion effect when you're under water. Cause technically you should only get a distortion effect when you're on the surface looking at something below the water but when you're also below the water there wouldn't be distortion anymore.
                              -TorQueMoD
                              www.torquemod.com

                              Comment


                                Originally posted by TorQueMoD View Post
                                Hey guys. One question, how do you turn off the distortion effect when you're under water. Cause technically you should only get a distortion effect when you're on the surface looking at something below the water but when you're also below the water there wouldn't be distortion anymore.
                                disable the postprocess part of the underwater ...

                                ^ little misleading ...

                                there is a part in the postprocess for the pp_underwater that needs turned off and set back to default.
                                it maybe a mix of a couple settings, but, thats where you start
                                Founder and CEO of Angry Penguin Studio, LLC
                                Dallas, TX USA
                                https://www.facebook.com/AngryPenguinStudios

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