Originally posted by NilsonLima
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Is the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the effects.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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Originally posted by NilsonLima View PostIs the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the effects.
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In BP_Underwater you should not feed the parameter: Underwater PPVolume Ref, because it will disable the PP_Global postprocess and the underwater effect is gone. Clean the parameter and re-enable the PP_Global. If this is not it, I then dont know whatelse would be. Or in the end also set the parameter Enable Underwater PP that it will work as intended.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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Originally posted by NilsonLima View PostIn BP_Underwater you should not feed the parameter: Underwater PPVolume Ref, because it will disable the PP_Global postprocess and the underwater effect is gone. Clean the parameter and re-enable the PP_Global. If this is not it, I then dont know whatelse would be. Or in the end also set the parameter Enable Underwater PP that it will work as intended.
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I guess I have found your problem. In the Array at the Postprocess Volume you feed with M_Underwater_PP_Inst there is a value at the left side which needs to be 1 and not 0. Check it out.
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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Originally posted by NilsonLima View PostI guess I have found your problem. In the Array at the Postprocess Volume you feed with M_Underwater_PP_Inst there is a value at the left side which needs to be 1 and not 0. Check it out.
Do you have this project as well? Have you encountered any problems?
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I have it and I have replicated it in several others...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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Originally posted by NilsonLima View PostI have it and I have replicated it in several others...
Edit: That "blueprint error" is for some cannonball ****
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The aspect is exactly what happens when that material is not applied at all (that number set to 1 and PP_Global as enabled and Unbound (Infinite Extent) set. Check if the source material for the instance is not presenting any error when you open it.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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Originally posted by HeadClot View Post
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
Are there ANY blueprint objects that run in parallel?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 Freddiieehh View PostI don't know if you see any errors in my settings..
Also, there's no error in the material.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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Originally posted by Freddiieehh View Post
Thank you so much, I appreciate it
I have tried to make a project from scratch and the surprise is that i got exactly no underwater effect but only the wet lens effect as you did... and then I remembered that the only difference between those two effects was that one is the whole screen while the other need a special depth pass... which I confirmed opening the material to be a custom stencil.
So to fix you need to go to the project settings and set Custom-Depth Stencil Pass to: Enabled with Stencil
It could also be avoided if we both have copied the Config.ini file and overwritten the new project.
Cheers!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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