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    Hey Connormcfarland,

    The ships are there just for the beauty, the dock rope I guess never worked and there was a map previously showing the fish swiming and it depends on a class inside the Ocean C++ plugin called FishManager. There is no tutorial, but it is recommended for new users to look the thread posts for hints on how to do some things. You got also to take a look in the several maps, and at the BP_Ocean blueprint check all the Ocean shaders available which in the list are sorted by increased complexity (sometimes also beauty) which translates into cost.

    The plugin is there for anyone to use and change as much as necessary to fit his needs.
    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



      Originally posted by Connormcfarland View Post
      This may sound dumb, but i am trying to sail the ships/breake the dock rope, and no keys are working, and also the fish do not swim when placed into the world so is there a type of nav mesh or something? sorry, havent found any tutorials on this, but i am absolutely LOVING this man!
      Add the FishManagerBP to your scene, open fish manager and in the default settings, at the top, you can select multiple classes of those fish, and how many of them. You have to use FishManagerBp to do this, as the fish wont do anything, or will crash the editor (Another user and I both experience crashes)

      As for the boats, I know for a fact the Man-O-War is drivable, and the cannons work. You could easily copy the blueprint nodes from that and put them into the smaller boat.
      (Open the project setttings and check the inputs, or open the Man-O-War BP and check them there. I believe they are defined separately in each bp

      Also to play with the physics rope, just grab with your left mouse button and "swing" and release. Have fun watching two boats ping pong like crazy

      Also, the breakable rope, same thing, but if you "swing" hard enough, the boat will break free... but when you swing it that hard, it flys into space....
      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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        Hey, this may be irrelevant, since I haven't seen anyone post this problem, but in case anyone is having it...
        Since I updated to 4.18, my dynamic time of day wasn't moving at the time scale I set. If you are having this problem, you need to open TimeManager.cpp, and on line 185, multiply the value there by TimeScaleMultiplier, so it looks like this: InternalTime += FTimespan::FromSeconds(deltaTime) * TimeScaleMultiplier;
        It was just missing that for some reason, but after that, it works.

        Comment


          Originally posted by Dihydrogenmonoxide43 View Post
          Hey, this may be irrelevant, since I haven't seen anyone post this problem, but in case anyone is having it...
          Since I updated to 4.18, my dynamic time of day wasn't moving at the time scale I set. If you are having this problem, you need to open TimeManager.cpp, and on line 185, multiply the value there by TimeScaleMultiplier, so it looks like this: InternalTime += FTimespan::FromSeconds(deltaTime) * TimeScaleMultiplier;
          It was just missing that for some reason, but after that, it works.
          This was already committed, into the 4.18 version on github in December, however there are other issues present as well, such as using daylight saving time rapidly running the clock on the sun, and also, if you set a known lat/long time/day to a known eclipse, the sun/moon wont overlap.

          Weather Update: Real time visualization of weather simulator data!
          Click image for larger version  Name:	WeatherDebugging.jpg Views:	1 Size:	358.9 KB ID:	1433386
          Click image for larger version

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          Last edited by EvoPulseGaming; 02-23-2018, 01:45 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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            So at this point, this weather simulator has gotten out of my scope.

            With that said, its not dead, but on hold until I can get help from someone familiar with hlsl
            Meet us here on slack:
            https://join.slack.com/t/oceanandwea...DMyZjIwMzZiNmE
            Last edited by EvoPulseGaming; 03-11-2018, 03:46 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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              Hi

              I have been looking at this project and it is great. As a result I thought I would have a go at producing my own simple water surface using gerstner waves.

              I should say I am running a mac pro with el capitan and version 4.17.2.

              I have managed to get a simple surface running but it only works when i plug the texture into world ofset position and not world displacement.

              I did some searching and found Handkor's tutorials and checked them out to and he also used world displacement, as does this project.

              I also found some explanations that said you needed to change the metal render, but after checking your project settings I noted they are set to use the same metal render as mine.

              What is really weird is that when i run the ocean example for this project it works fine.

              I am obviously missing something in a setting somewhere, could someone point me in the right direction. Do i need a special mesh or something to get this to work.
              I am interested in it from a learning point of view rather than just using the project

              thanks

              Comment


                Inside the material editor, the panel with details at bottom left, did you set tesselation there as the material from "Ocean Ultra" (M_OceanUltra)? It needs to be filled exactly the same.
                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


                  I am developing another Ocean plugin to use in my project and it will be sold at Marketplace aswell and it will not be based on Gestner Waves, but FFT with other features that this WIP Community Ocean does not have. Mainly doing this because Im involved with Cinematic productions and this requires a lot more features and fidelity to real world.

                  The feedback on the development will be updated into this thread: https://forums.unrealengine.com/unre...r-ocean-plugin

                  Despite of this development, I will still provide support and answering questions here for the WIP Community Ocean, as I think it is great and it is a solid foundation for anyone to extend it with functionalities and use inside any game.

                  Feel free to contact me anytime, but please remember that this thread has great value for all users and it is good to share.
                  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


                    VaOcean has been updated to 4.15

                    Looking to update this to 4.18, then merge with Ocean Project, under a different github repo (Stripping most of the models and maps, clean up ect)

                    Edit, runs on 4.16 now
                    Last edited by EvoPulseGaming; 03-06-2018, 09:42 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


                      Originally posted by EvoPulseGaming View Post
                      VaOcean has been updated to 4.15

                      Looking to update this to 4.18, then merge with Ocean Project, under a different github repo (Stripping most of the models and maps, clean up ect)

                      Edit, runs on 4.16 now
                      I am working on this aswel, updating into latest Tessendorf notes about the method. Whole thing outside Unreal for now, than convert the shaders result trying to keep the structure from this project, except the shader exposing which is different per API changes in Unreal.

                      Let us know when the repo is ready for a check and please keep ufna credits/copyright notice on this, he is a pionner and deserves the credits.
                      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


                        Updated VaOcean to 4.17!!!! On to 4.18!!!

                        If anyone knows how I can solve this issue:
                        GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState</*false, CF_Always*/>::GetRHI();
                        If I remove the /* */ part, it will throw an error, while it still works, I would feel better if whatever that is trying to set is used.

                        Also, VS throws an error, only twice, once upon setting up the blueprint, and once when clicking on the viewport, after that it runs fine. I believe this is the race condition described in the Va thread. Once updated to 4.18, I will focus on that.

                        Time for bed...

                        Oh, pics or it didn't happen :
                        Click image for larger version

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ID:	1439895
                        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


                          I am working with 4.17 (was thinking on having 4.17, 4.18 and 4.19 versions ready) and Im almost getting there. The code state was not that bad as I was thinking. Once I get there I will check again the comments Epic's employee made about it and from what I recall was easy steps.
                          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


                            Originally posted by NilsonLima View Post
                            I am working with 4.17 (was thinking on having 4.17, 4.18 and 4.19 versions ready) and Im almost getting there. The code state was not that bad as I was thinking. Once I get there I will check again the comments Epic's employee made about it and from what I recall was easy steps.
                            Since you're on 4.17 how did you fix the code snippet I posted above?
                            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


                              Originally posted by EvoPulseGaming View Post

                              Since you're on 4.17 how did you fix the code snippet I posted above?
                              I didn't get there yet I guess. I just got the source from github and was removing the errors. Now Im stuck in two lines, which Im not sure why it can find SetGlobalBoundShaderState() since I have already used this function in another shader and all the headers are set. Probably when I fix this, more appear and that code you wrote too. Unless we are basing in difference source O.O
                              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


                                Originally posted by NilsonLima View Post

                                I didn't get there yet I guess. I just got the source from github and was removing the errors. Now Im stuck in two lines, which Im not sure why it can find SetGlobalBoundShaderState() since I have already used this function in another shader and all the headers are set. Probably when I fix this, more appear and that code you wrote too. Unless we are basing in difference source O.O
                                Im at work, and likely won't be home or I'd just link you my reference, but SetGlobalBoundShaderState is depreciated. I believe this was a warning when you compiled 4.16. if you google that with POSInitializer you should find the git hub link that gives you an idea what needs to be changed (I removed 4 lines and added 6 or so)
                                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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