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    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/uFFSEXY

    UE4 Marketplace: Cloudscape Seasons
    supporting: Community FREE Ocean plugin

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      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/uFFSEXY

        UE4 Marketplace: Cloudscape Seasons
        supporting: Community FREE Ocean plugin

        Comment


          Originally posted by NilsonLima View Post

          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.
          I've double checked the things you said and everything is set like that :/ I don't know what I've missed.

          Comment


            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/uFFSEXY

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

            Comment


              Originally posted by NilsonLima View Post
              Is the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the effects.
              I think so, I've simply just tried to replicate the original project and everything is the same, but there's still something missing.

              Comment


                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/uFFSEXY

                UE4 Marketplace: Cloudscape Seasons
                supporting: Community FREE Ocean plugin

                Comment


                  Originally posted by NilsonLima View Post
                  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.
                  "Underwater PPVolume Ref" is empty, just like the original project, I don't know what kind of magic they've done :/

                  Comment


                    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/uFFSEXY

                    UE4 Marketplace: Cloudscape Seasons
                    supporting: Community FREE Ocean plugin

                    Comment


                      Originally posted by NilsonLima View Post
                      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.
                      It has been set on 1 since start.
                      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/uFFSEXY

                        UE4 Marketplace: Cloudscape Seasons
                        supporting: Community FREE Ocean plugin

                        Comment


                          Originally posted by NilsonLima View Post
                          I have it and I have replicated it in several others...
                          I got the surface with the waves etc, I got the water splatter effect on the screen when going above the water, but everything beneath the surface isn't there :/

                          Edit: That "blueprint error" is for some cannonball ****

                          Comment


                            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/uFFSEXY

                            UE4 Marketplace: Cloudscape Seasons
                            supporting: Community FREE Ocean plugin

                            Comment


                              I don't know if you see any errors in my settings..
                              Also, there's no error in the material.

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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
                                There are free versions of c++ exposed to blueprint. I was wondering if there is anything already multithreaded, say multiple actors (or do they all run in serial)

                                Are there ANY blueprint objects that run in parallel?
                                Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap
                                Plugins:
                                ComputeShader CPU->GPU->CPU || UniversalTimePlugin || UniversalSkyPlugin

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