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[Community Project] WIP Weather & Ocean Water Shader

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    Originally posted by Vexar View Post
    Anyone having troubles with 4.18.1 and this plugin? Are the drawing troubles from 4.17 fixed?
    Hey look a few post up, CLOCKWORKGATE has the answer.


      Sorry guys, this might sound stupid but where is the guide to install this?


        Originally posted by Grinl View Post
        Sorry guys, this might sound stupid but where is the guide to install this?


          awesome! can I use in UE4.1.6.x?


            Originally posted by Grot13

            When you put this blueprint in a scene, make sure the level blueprint has the underwater detection. Open the Islandmap blueprint then copy what happens on tick and paste in your level blueprint. It sets the water level on tick in the parameter collection, and this parameter is used for a lot of things, like the post process material used for this effect. I would start from here

            For the landscape modulation I don't use so I can't help, sorry
            Thanks man, I checked the level blueprint in the project, and found the underwater detect method, but the wired thing is its completely detached from anything, no tick on it, and the branch to query whether camera is below or above water also goes nowhere, yet the thing works. Im still no smarter than before :/


              Hi ^^
              Possible to stop water without disable ocean infinite system and make a hole ?
              Thank you for beautifful project


                Hello, I was also working on Water material. Im sure im using a different system. mostly using the ocean water plane project from UE. ill take a look into your project. see if ican help
                btw the material i use have alot of problems currently. im stuck here.


                  Hey guys, just a heads up.
                  For those of you who struggle to get a transparency on a mesh inside the water, you can copy your mesh (or make a super simplified version of it), turn off shadows casting for it, check "render custom depth" and uncheck "render in main pass". Just make sure to also turn off collision and physics for your transparency mesh.

                  Custom transparency for objects on ocean surface tutorial

                  Click image for larger version  Name:	Boat_transparency_example.jpg Views:	1 Size:	113.2 KB ID:	1396446

                  1. Create a mesh, that covers the top of the object
                  2. Place it on top of the mesh
                  3. Setup your content inside UE4.
                  Here is a modified version of Construction Script of BP_BuoyantActor

                  Click image for larger version  Name:	BP_BuoyantActor_modifed.jpg Views:	1 Size:	175.1 KB ID:	1396447

                  Notice that I added additional transparency mesh. With this way of setting up BP you can have your transparency mesh empty unless you need it. Make sure to make it public to easily acces it.
                  Here is a list of settings you need to change for your transparency mesh inside BP_BuoyantActor

                  Click image for larger version  Name:	Transparency_mesh_settings.jpg Views:	1 Size:	96.2 KB ID:	1396448

                  Also notice that I don't chance index for custom depth, but I do change stencil mask to 1 bit (works with other too, but gives better performance) That is because this system uses the same post process material that is used in pp volume array.

                  4. Place your BP into scene (or copy existing one and modify it's properties the way you need it to be)

                  Click image for larger version  Name:	Boat_mesh_transparency.jpg Views:	1 Size:	121.9 KB ID:	1396449

                  This should give you transparency as long as you not trying to submerge your camera into the water surface. The moment you do it - illusion breaks apart. Sometimes clipping still happens, but you can fix it if you make sure your mesh follows waves precisely.
                  Big shout-out to Obscura on polycount forum for posting a solution for the exact same problem

                  If you are going to make a submarine, you still need to follow this tutorial and implement your own mask into material, which is unfortunately limits amount of vehicles you can have in your scene and gives a headache if you need a custom shape for your vehicle, because not only you gonna need to mathematically explain it to the engine, you also gonna need to find a way to rotate it on ocean surface.

                  I also recommend you to check out this thread, it has a whole bunch of possible solutions to this problem.

                  Hope it helps.
                  Last edited by Raindance; 12-06-2017, 01:04 PM.


                    Ohhh ,work perfecly
                    Thank ^^
                    Attached Files


                      Hello, can you tell what settings will help completely remove these black spots which I have highlighted in red, tried a lot of settings did not help.


                        Originally posted by Marfear View Post
                        Hello, can you tell what settings will help completely remove these black spots which I have highlighted in red, tried a lot of settings did not help.
                        Those artifacts are caused by Screen Space Reflections. Click on your Ocean Blueprint, look for Ocean Shader and set it to whatever has (No SSR), or you can go to your Post Process, scroll down to Screen Space Reflections and set Intensity to 0.
                        Click image for larger version  Name:	Ocean_screen_space_reflections.jpg Views:	1 Size:	119.0 KB ID:	1399296


                          Since were on topic of artifacts, in the new 4.18 Ocean Project, in 4.18.0 Engine , i ran into a problem that i have seen before but cant seem to locate it in the 143 pages of posts.

                          It reminds me of a low shadow map cascade bias issue, but this is not the case. It happened directly after dropping the Ocean_BP actor from content browser into my map with default settings just like the example map as far as lights and what not go.

                          Hopefully someone will recognize this cause, i'm at a loss attempting to get corrective results.

                          If anyone could give some insight i would be greatly appreciative.
                          Last edited by DWGS; 12-14-2017, 07:02 AM.


                            Does this work with blueprints or C++ only?


                              Parts of the plugin like the managers have been moved to c++ and the rest is blueprints, as far as i understand, it works with both.


                                Howdy all,

                                I'm very new to UE4, but I really love what you guys have done with this plugin. So please forgive the extremely nooby question here buuut... just how do I go about installing this?
                                I've had a muck around with a few other Git projects, but I've never had any real success getting any of them up and running, though a few of them did have instructions on their Git pages. I actually found another post in this thread from early 2016 asking much the same question, but I've got to say the answer to his question was a bit over my head.

                                I've got my project directory's plugins folder, the engine installation's plugins folder, and the engine installation's shaders folder. Of the .zip I downloaded from Git for this project, which of the subdirectories go where?

                                I'm a programmer by trade, so I'm sure I'll get it eventually, but for now this engine is a bit out of my experience (for reference, I'm looking after a COBOL project of all things at the moment... very different and very old!). Hoping to learn plenty over the coming months!

                                Thanks for any help you can provide, and sorry again for backing it up to noob level.