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    I found a c++ based weather simulator:
    https://github.com/igarciad/weather_simulation
    I'm doing a whole 100% blueprint weathermanager/timemanager coupled by time/date/lat/long
    Here is a part of that done 100% blueprint:
    Click image for larger version

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    Last edited by EvoPulseGaming; 02-07-2018, 02:50 AM.
    Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
    ComputeShader CPU->GPU->CPU
    Universal GetNetwork/LocalRole

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      Originally posted by EvoPulseGaming View Post
      I found a c++ based weather simulator:
      https://github.com/igarciad/weather_simulation
      I'm doing a whole 100% blueprint weathermanager/timemanager coupled by time/date/lat/long
      Here is a part of that done 100% blueprint:
      Click image for larger version

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      Whenever someone asks me when to use BP and when to use C++, i''m going to show them this image.
      George Rolfe.
      Technical Coordinator at Orbit Solutions Pty Ltd.

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        https://www.youtube.com/watch?v=flEtQBPtBTc

        I use c++ only when I need performance. For example, I'm working on my own OceanPlugin as open source, I calculate Gerstner waves in C++, but most of the functions are exposed to Blueprints in a Useable way. For me, C++ is a tool to make BP's better. Yeah, I can do Everything I want in BP but it might run ****(like with Gerstner waves for 100's of objects) but with c++ I can have thousands before issues are popping up.

        Nativising code can get you performance increases yes, but I don't want to build a game at 20fps in the editor.
        Last edited by Pantong51; 02-07-2018, 12:35 PM.

        Comment


          Originally posted by Pantong51 View Post
          https://www.youtube.com/watch?v=flEtQBPtBTc

          I use c++ only when I need performance. For example, I'm working on my own OceanPlugin as open source, I calculate Gerstner waves in C++, but most of the functions are exposed to Blueprints in a Useable way. For me, C++ is a tool to make BP's better. Yeah, I can do Everything I want in BP but it might run ****(like with Gerstner waves for 100's of objects) but with c++ I can have thousands before issues are popping up.

          Nativising code can get you performance increases yes, but I don't want to build a game at 20fps in the editor.
          And I use C++ because I'm an elitist horses ***. Each to their own.
          George Rolfe.
          Technical Coordinator at Orbit Solutions Pty Ltd.

          Comment


            In my 4.15.1 version (that's been migrated to a game) the underwater shader doesn't activate properly. The global pp doesn't go into the underwater mode no matter what material I use. Any thoughts?

            Comment


              Whenever someone asks me when to use BP and when to USE C++, I show them this, a fantastic Ocean system, all in BPs, running at 120 FPS, on my mid range rig:

              Click image for larger version

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                [QUOTE="CrashA51;n1425420"]Whenever someone asks me when to use BP and when to USE C++, I show them this, a fantastic Ocean system, all in BPs, running at 120 FPS, on my mid range rig:

                Apart from performance, the main reason I'm doing this is because it's so much easier to add or change stuff in bp than in code. I can do complete restructuring of a deeply embedded struct array in 1/10th the time and 1/10th the manual labor.

                Also I've been able to visually identify redundant code in loops that execute 5600x4 loops per calculation by x10 iterations by x100 steps. Redundant code I didn't easily see in c++.

                Every reduntant call I remove, removes 22,400,000 calls per simulation.

                I've already identified about 30 calls that can be simplified or removed. So about 672 million calls less.

                I would have hell of a time doing that in c++

                P.s. I guess the elitists don't want a one of a kind weather simulator to go with that beautiful ocean...
                Free Environment Plugin Project (Ocean Project) || Join us on Discord! || Includes: Time/Sky/Ocean/Fish/Buoyancy plugins
                ComputeShader CPU->GPU->CPU
                Universal GetNetwork/LocalRole

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                  Well said, there are so many reasons for BP over C++ .... remember, if you are one step ahead people think you are a genius, but two steps, and they will call you crazy. Your weather simulator is a great idea... go for it. SpaceX is a good example of what I am talking about.

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                    Wait till I play with blueprint threading to make this viable... Been considering splitting up the blueprints between actors in an array...

                    If anyone has an idea how I could get another thread to run from pure blueprints...
                    Last edited by EvoPulseGaming; 02-08-2018, 04:07 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


                      There are safe plugins available these days for that, you gotta check which one at MP. They will expose functions that you can call to launch custom events (I guess methods too) as threads.
                      Nilson Lima
                      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                      Join us at Discord: https://discord.gg/FUwTvzr

                      UE4 Marketplace: Cloudscape Seasons
                      supporting: Community FREE Ocean plugin

                      Comment


                        Hi, sorry this may seem like a stupid question but I've never used anything like this before. How do I add this to an existing project?

                        Comment


                          Originally posted by NilsonLima View Post
                          There are safe plugins available these days for that, you gotta check which one at MP. They will expose functions that you can call to launch custom events (I guess methods too) as threads.
                          There is BPThreads on the marketplace. I have not tried it out yet. Going to soon

                          https://www.unrealengine.com/marketplace/bpthreads

                          Do not buy Vega Threads as that is out of date. Was Last update for 4.15

                          Comment


                            Originally posted by Lucyme95 View Post
                            Hi, sorry this may seem like a stupid question but I've never used anything like this before. How do I add this to an existing project?
                            If you downloaded the version from github, there is an entire project with an island and boats for you to see. Mostly when you analyze the project you will see that it requires your project to support C++ since there is a plugin that you will need to include along. Once you create a new C++ Project (lets say the 3rd person template) close it and you will copy the Plugins folder from the OceanProject to your C++ project. You will need to right-click your project.uproject file and select "Generate Visual Studio project files". You will need to have Visual Studio 2015 or 2017 Community Edition installed at least. After this you can open your project regularly and it might tell your plugin needs to be recompiled, which you should always say yes.

                            It might happen that when a new UE4 release comes out the C++ files for the plugin need some maintenance and thats what this community is doing here. We give the directions to make it work and also update the project at GitHub.

                            I hope I have put the steps in a easy way to follow, sorry, it is early in the morning for me and sometimes english comes a bit confuse into my mind.
                            Nilson Lima
                            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                            Join us at Discord: https://discord.gg/FUwTvzr

                            UE4 Marketplace: Cloudscape Seasons
                            supporting: Community FREE Ocean plugin

                            Comment


                              Cant get the underwater effect to work

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                                Originally posted by Freddiieehh View Post
                                Cant get the underwater effect to work
                                Is the postprocess material applied in the postprocess volume at your level?

                                PS: if you check the project in the PP_Gloval postprocess volume in the level, looking at the Rendering Features->Postprocess Materials you find the 1st entry at the array with M_Underwater_PP_Inst. The postprocess volume must be set with Infinite Extent (unbound) set.
                                Last edited by NilsonLima; 02-09-2018, 12:19 PM.
                                Nilson Lima
                                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                                Join us at Discord: https://discord.gg/FUwTvzr

                                UE4 Marketplace: Cloudscape Seasons
                                supporting: Community FREE Ocean plugin

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