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    I have yet to find any settings for custom depth or stencil
    Any one care to point out where those are located?
    Thanks.

    Comment


      @Paranoia1987

      To run Ocean Project,Create a new folder in your project directory(windows) for the .zip contents,extract files there.
      Run Unreal Launcher, Click the drop down arrow on the yellow launch button on the left.
      Select the engine version that matches Ocean Project engine version you downloaded, then click launch.
      Once the engine is loaded, select the newly created Ocean Project, it should not be greyed out.
      Once loaded,You should get prompts in the bottom right about plugin changes, click there, or, if they do not appear,
      Goto the top menu, select Edit> Plugins.
      When the plugin dialog opens, scroll to the bottom where the project plugins reside. You should find one name Ocean.Click that name.
      Dialog will display Ocean Plugin information, ensure the Enabled TickBox is checked. Save the project and Close the engine.
      Restart the Launcher as well for safe measure, this will update the new project in case the launched didnt catch it(it used to have problems doing so)
      Select your newly created Ocean Project in the unreal Launcher My projects catagory and double click.

      There is so slightly out dated help in the github page about how to install and event merging to project. Though i recommend getting the project to launch on its own first.
      Before merging/experimenting/exploring make a copy of the project in its default state, this will help ease you mind as you start playing with settings, if something wrong should happen.
      Last edited by DWGS; 12-17-2017, 11:14 AM.

      Comment


        @Grot13

        Aye.
        Thanks so much for that i must have overlooked it a few times over the past day or so as ive be trying to continue with my pipeline, yes the stencil mask appears to be in the the mat inst, one place i didnt look.Ill have time to fiddle with it after lunch.

        But, by any chance where you able to get the Landscape Modulation to work?

        All of the settings in the landscape modulation area have no effect, properly exported height map greyscale/16bit PNG and all set for vector displacement and landscape modulation enabled. I even used the eye dropper tool to select the landscape object in viewport to create a reference.
        Not sure what the Start and Max settings are for, i attempted to dial them to uu max height of landscape and start is world Z Translation but to no avail.
        I'm afraid i've be trying to get it resolved for a matter of months off and on.
        Still no luck.

        Here is what i am pointing out in the default project.

        Hopefully I'm not missing something silly like my landscape or ocean plane having to be at a certain translation, and im absolutely certain my landscape has not been rotated.

        Ill try to find some time to study this by creating a new project and setting up the default ocean on a custom landscape.


        Maybe someone could explain how they set theirs up?
        From appearances, its a heightmap, a landscape reference, three floats and a boolean, surely i couldnt have missed much.

        My deep ocean waves do not settle when coming ashore and its really breaking the beauty of the fine work that has been done.
        Any help would be much appreciated.
        Last edited by DWGS; 12-18-2017, 01:04 AM.

        Comment


          Originally posted by DWGS View Post
          @Paranoia1987

          To run Ocean Project,Create a new folder in your project directory(windows) for the .zip contents,extract files there.
          Run Unreal Launcher, Click the drop down arrow on the yellow launch button on the left.
          Select the engine version that matches Ocean Project engine version you downloaded, then click launch.
          Once the engine is loaded, select the newly created Ocean Project, it should not be greyed out.
          Once loaded,You should get prompts in the bottom right about plugin changes, click there, or, if they do not appear,
          Goto the top menu, select Edit> Plugins.
          When the plugin dialog opens, scroll to the bottom where the project plugins reside. You should find one name Ocean.Click that name.
          Dialog will display Ocean Plugin information, ensure the Enabled TickBox is checked. Save the project and Close the engine.
          Restart the Launcher as well for safe measure, this will update the new project in case the launched didnt catch it(it used to have problems doing so)
          Select your newly created Ocean Project in the unreal Launcher My projects catagory and double click.

          There is so slightly out dated help in the github page about how to install and event merging to project. Though i recommend getting the project to launch on its own first.
          Before merging/experimenting/exploring make a copy of the project in its default state, this will help ease you mind as you start playing with settings, if something wrong should happen.
          Thank you kindly! I'll give this a crack when I get home.

          Comment



            guys anyone knows where I can get this ocean called Neocean
            Click image for larger version

Name:	NeOcean1.jpg
Views:	40
Size:	568.8 KB
ID:	1401891

            Comment


              https://gumroad.com/l/NeOcean
              or
              https://gumroad.com/l/OceanXY

              Comment


                Heyo! Anyone know how to get rid of these wave notches because they completely take realism out of the equation!

                Comment


                  is there a way to put a hole in the BP, a blocking Volume as such. I have a I island and I want to put a cave under to BP "plane" so the player has to walk from above the plane to below it and I don't what water in the cave.

                  Comment


                    Originally posted by Grot13


                    For the hole and the entrance, you can check on page 143 , Raindance posted a solution.
                    For the volume I would put a post process volume ( not extended ) the same size of the cave, and this volume should have higher priority than the the underwater PP

                    Thanks, I look at a few pages probably about 30 or so but I didn't look on previous page as the last post, thanks

                    Comment


                      Anybody know how to fix this? I tried messing around with the ModulationStartHeight and the ModulationMaxHeight but the settings only apply to 1/4 of the map.

                      Comment


                        Anybody know how to get rid of these black artifacts? They appeared out of nowhere. I tried messing with the settings but I can't get it to work properly.

                        The only Shader that works correctly is the Ocean Ultra shader but I don't want to stick with that because it has big performance impacts.

                        Comment


                          Hey, I'm having trouble with World Composition. On a landscape with normal settings and a 4033x4033 texture, it works fine. However, it doesn't work with my world composition world with 9 2017x2017 tiles in a square. How can I fix this? Thanks!

                          Comment


                            Hey I was wondering if there are any tutorials/guides on how to go about on using my own static mesh for a boat. I've tried just simply swapping out the meshs but it's obviously more rigorous then that. I checked the wiki too and there's nothing currently on it. Can someone explain to me how I could go about doing something like this?

                            Comment


                              There is something wrong with Longitude's calculation...
                              Here is a solar eclipse:
                              https://www.timeanddate.com/eclipse/map/2017-august-21#
                              Using Columbia, Missouri Aug. 21st 2017 @ 1:13:50pm (13:13:50)
                              Latitude : 38.95
                              Longitude: -92.328
                              -6 UTC
                              Day Light Savings Time : Yes
                              You have to change Long to +92.328
                              But then the eclipse is on the wrong side of the world!
                              If you use -110, it looks pretty close, but its still the wrong Longitude...

                              Also, if you even use Daylight Savings Time or use a Longitude other than 0, you get a sun that bounces back and fourth, while the moon travels as normal
                              If you use Daylight Savings Time, the sun travels at 2x the speed....

                              Was this ever tested at anything other than the defaults?
                              Last edited by EvoPulseGaming; 01-21-2018, 10:46 PM.
                              Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
                              ComputeShader CPU->GPU->CPU
                              Universal GetNetwork/LocalRole

                              Comment


                                Here's a normal map I created using an fft ocean plugin in 3dsmax. It's tileable, obviously and may be of use:
                                https://www.dropbox.com/s/t1qvj0betd...rmal1.png?dl=0
                                George Rolfe.
                                Technical Coordinator at Orbit Solutions Pty Ltd.

                                Comment

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