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  • replied
    I'm having some trouble with this. I've tried using the wiki guide for implementing this, and I've done multiple attempts. The weird thing is that, each attempt has had a different outcome. The first time, none of the blueprints would copy over from Ocean Project's world outliner, but everything else copied over just fine (directional light, fog, etc). The second attempt, BP_Ocean2 was the only blueprint to successfully copy over, and everything else still copied over just fine. Why does Unreal prevent some or all of the blueprints from Ocean Project from being imported into my world outliner? And how do I get around this?

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  • replied
    Originally posted by BigaC View Post
    Hello!

    I have the following problem with Underwater level/scene, it works fine in Preview and Standalone modes but crashes if I package the project.
    It doesnt find a FlockFish struct or source, but I copied all stuff as described, the missing source is also in Plugins.
    Any advice?

    thanks

    Does the packaging work with the original project? Just to make sure our contents are the same.

    PS: I checked there, all works. Maybe when you migrated, it only migrates the stuff you was using, anything else not copied and if you try to use, like the fish and fishmanager, they uses componentes created inside the C++ plugin. then you will also need to migrate the Fish folder.
    Last edited by NilsonLima; 04-20-2018, 11:15 AM.

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  • replied
    Hello!

    I have the following problem with Underwater level/scene, it works fine in Preview and Standalone modes but crashes if I package the project.
    It doesnt find a FlockFish struct or source, but I copied all stuff as described, the missing source is also in Plugins.
    Any advice?

    thanks

    Leave a comment:


  • replied
    Originally posted by BigaC View Post

    Thanks a lot!


    Other question:

    The wiki "How to Add to my project" section says the simplest thing is, if I copy Ocean and other BPs to my level from Ocean demo project, avoiding manually set different parameters.
    I can copy the Ocean and Fish BPs but I cant paste. UE4 doesnt show any error just no paste happened in my level (Paste item is active and I see the copied stuff in text if I pase it for example to notepad).
    What I do wrong?
    thanks
    Copy items from one project to another is accomplished using the mouse right-click and choosing Migrate. Once the window open to choose the destination project you need to choose the Content folder of the destination project . This is the best method of copying, since it will also migrate the dependencies. However, this has a C++ plugin that you will need to copy manually. I have posted in previous comments, the step-by-step for creating a new project, since it includes the plugin copy procedure.

    PS: When migrating, you can do it on the folder level and it will also do on all items inside that folder.
    Last edited by NilsonLima; 04-18-2018, 07:15 AM.

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  • replied
    Originally posted by NilsonLima View Post
    BigaC if you check previous posts I have made a video showing exactly this. Pag 150 post 2249
    Thanks a lot!


    Other question:

    The wiki "How to Add to my project" section says the simplest thing is, if I copy Ocean and other BPs to my level from Ocean demo project, avoiding manually set different parameters.
    I can copy the Ocean and Fish BPs but I cant paste. UE4 doesnt show any error just no paste happened in my level (Paste item is active and I see the copied stuff in text if I pase it for example to notepad).
    What I do wrong?
    thanks

    Leave a comment:


  • replied
    Originally posted by Sir_Manfred View Post
    First of all: Awesome project!

    Secondly: Is the Landscape Modulation broken with UE 4.19? I can't seem to get it to work. Tweaking the settings back and forth and see no difference in behavior on shallow waters or near the shore.

    Thirdly: Is there any documentation available?
    1st: Thanks the community and the initial creators, we do what we can to support this!

    2nd: I am not sure if there is anything broken, but I will take a look at it. I dealt with this quite some time ago and I don't remember out of my head without taking a look at the whole thing again by opening the project. The modulation could happen with the data from the landscape or when providing the hightmap which was used for its generation. There is a copy of the hightmap used for the terrain in the OceanProject. If the project is supporting correctly the data from the landscape without that hightmap is something I need to double check.

    3rd: The documentation available is this long thread to be honest and this info at the github: https://github.com/UE4-OceanProject/...o-your-project

    When I get the opportunity to check this, I will let you know.

    Leave a comment:


  • replied
    Originally posted by doggy90402 View Post
    Hi Nilson,

    Thanks. that pretty much clears up all my confusions. Amazing. Thumbs up. i added a terrain, it looks wonderful. and it has wet lens effect upon leaving water! Really cannot get this far without your help. Thanks again. My next move would be creating a swim animation, and i notice currently it cannot dive but OceanProject can. And no buoyancy so it doesn't move to the ocean surface once it is under water. hehe.

    Click image for larger version Name:	terrain-min.png Views:	1 Size:	568.9 KB ID:	1462480
    The water volume isnt necessary at all, it just creates a resistance against the water. You will need to learn how to add the buoyancy from the example with the meshes, boat, etc. and setting the points accordingly, unfortunetely I didn't it myself, so I can't guide you through this. There is an excellent set of swim animations in the marketplace for a fair price in my opinion, you should take a look. You will need to get used to deal with blueprint animations to make it right, but Im sure will worth the effort.


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  • replied
    First of all: Awesome project!

    Secondly: Is the Landscape Modulation broken with UE 4.19? I can't seem to get it to work. Tweaking the settings back and forth and see no difference in behavior on shallow waters or near the shore.

    Thirdly: Is there any documentation available?

    Leave a comment:


  • replied
    Hi Nilson,

    Thanks. that pretty much clears up all my confusions. Amazing. Thumbs up. i added a terrain, it looks wonderful. and it has wet lens effect upon leaving water! Really cannot get this far without your help. Thanks again. My next move would be creating a swim animation, and i notice currently it cannot dive but OceanProject can. And no buoyancy so it doesn't move to the ocean surface once it is under water. hehe.

    Click image for larger version  Name:	terrain-min.png Views:	1 Size:	568.9 KB ID:	1462480
    Last edited by doggy90402; 04-17-2018, 12:57 PM.

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  • replied
    doggy90402

    Keep in mind that the whole solution was at 1st being designed for Ocean, so weather is something EvoPulseGaming is working to provide in his own project, contact him about the features for weather.

    There is no need to attach the postprocess into BP_Underwater, but if you check the details for BP_Underwater, there is a field to place the postprocess there, actually you can supply the same postprocess since in the two fields asking for one. The postprocess as unbound will not limit the extent for the effect inside the volume.

    Since the solution scope is wide, to be perfectly able to understand whats going on, it is necessary play with settings for each BP and observe in editor and also running in editor. The underwater effect controlled by BP_Underwater deals with three effects in the material: fog, lens distortion and wet lens, which you can choose which one to play in the BP_Underwater and thats why the blueprint exists in the 1st place.

    If you are using the sky_dome blueprint (not the Sky_Sphere one) the Sun it is driven by time, so unless you change the time in the blueprint you will get back to it. This automatic drive is not present in the Sky_Sphere one.

    It takes some time to dissect how each thing works, but it is very interesting and provides a lot of insights on how things works in Unreal.
    Last edited by NilsonLima; 04-17-2018, 11:27 AM.

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  • replied
    Hi Nilson,

    Thank you very much. That helps massively. After comparing my settings with one of the OceanProject map, i figured it out a bit. Currently PP_Global is set to unbounded and its PostProcess Materials Array value is set to nothing. Created PP_Underwater as a child to BP_Underwater, set PP_Underwater's PostProcess Materials Array to instance 2, NOT set it to unbound, referred it in BP_Underwater. however the underwater color changed only when the character jumps into PP_Underwater's scope LOL
    i am new so still have a lot to figure out, such as 1 the snow falls through the ocean surface into under water,
    2 didn't know why the OceanProject map's PP_Underwater is so small and not set to unbounded but it makes effects on the whole underwater space
    3 upon rotating sunlight, refreshing skydome, can see the nighttime scene, milky way, etc but when click on Play, it goes back to daytime.
    Thanks again.
    Last edited by doggy90402; 04-17-2018, 12:55 PM.

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  • replied
    Originally posted by doggy90402 View Post
    Hi Nilson,

    thanks a lot for the step by step guide. i was following this:
    https://github.com/UE4-OceanProject/...o-your-project
    and got this result. as you can see, my issue is never be the ocean surface, my problems are the skydome is split into half, and while i put water swim volume and under water bp on, i cannot see post processing effect like under water color changing etc. however the character isn't going to fall into oblivion, he can walk in the air and slowly stop, so something is working.

    i followed your guide step by step. i can drag the BP_Ocean into my scene of course, but that is just BP_Ocean show up in my world outliner right? How about the under water bp? While i drag under water bp into my editor, the character falls.

    Another silly question is where is this water swim volume? i got it because i copied from OceanProject's world outliner to my project. But it is not in the OceanProject content folder, nowhere to copy from?
    Thanks a lot.
    The picture helped a lot:

    - for the skydome: it is conflicting with Sky_Sphere_BP, therefore you need to choose between the two (just delete one of the instances) as they do the same thing but with different qualities.
    - water volume: it is a physics volume and in the details it is marked as Water volume. Ckeck left panel with Volumes tab.
    - for the underwater effect: in the PP_Global or the name you have choosen for your main volume, you need to add in the section Rendering Features (details) the PostProcess Materials and include the M_Underwater_PP_Inst there. The volume must also be set as Unbound in the details
    - You will still need to mark the correct options in BP_Underwater to see everything correctly

    Let me know if the info helped.

    Leave a comment:


  • replied
    Hi Nilson,

    thanks a lot for the step by step guide. i was following your reply (has to be a C++ project) on another page and this:
    https://github.com/UE4-OceanProject/...o-your-project
    and got this result. as you can see, my issue is never be the ocean surface, my problem is the skydome is split into half, and while i put water swim volume and under water bp on, i cannot see post processing effect like under water color changing etc. however the character isn't going to fall into oblivion, he can walk in the air and slowly stop, so something is working.

    i followed your guide step by step. i can drag the BP_Ocean into my scene of course, but that just makes BP_Ocean show up in my world outliner right? How about the under water bp? While i drag under water bp into my editor, the character falls.

    Another silly question is where is this water swim volume? i got it because i copied from OceanProject's world outliner to my project. But it is not in the OceanProject content folder, nowhere to copy from?
    Thanks a lot.
    Last edited by doggy90402; 04-17-2018, 12:53 PM.

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  • replied
    Originally posted by doggy90402 View Post

    Hi there,

    seems you have successfully set up the ocean, could you briefly describe how did you set up the under water bp and water swim volume? when i copied paste those from OceanProject, i noticed BP_SunVectorUpdater and BP_Underwater weren't copied along with the rest (I copied everything in Ocean, Sky, etc. folder onto my project upon deleting skydome etc). i manually copied those 2 onto the scene. put BP_Underwater beneath the thirdperson and WaterSwimVolume around it, but it is empty underneath the ocean? Thanks.
    @doggy90402

    These are the steps you need to take for the Ocean setup in a new project, follow them consistently:

    - create a C++ Project (can be any type: 3rd person, 1st person, none of them)
    - exit the visual studio
    - exit UE4 editor and open the OceanProject in editor
    - locate the ocean folder, right-click on it and select Migrate... with the windows opened select the project you created before and point to its Content folder
    - exit UE4 editor
    - inside the OceanProject folder copy the folder called Plugins and paste it inside the project folder you created before
    - enter the project folder you created before, right click on the file with extension .uproject, select Generate Visual Studio Project files
    - wait the conclusion
    - open your project
    - the last step now, is that you need to enable the Ocean Plugin, restart the editor as asked and you are ready to go
    ,
    Now finally you can go ahead:
    create a landmass, drag the BP_Ocean to your scene, lights, and everything should work fine.
    Last edited by NilsonLima; 04-24-2018, 06:25 AM.

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  • replied
    Also, anybody shed some light on how to set up the skydome? i drag drop and the dome is divided to half dusk half daytime/morning. Thanks.

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