Originally posted by DotCam
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[Community Project] WIP Weather & Ocean Water Shader
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Originally posted by KitatusStudios View PostThat was it. MAN I feel stupid. Hahahaha.
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Wow, this project is dope!
It is literally the most beautiful water I've saw and it even does not require tinkering, excellent job guys!SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally posted by DotCam View PostThat is looking great guys! I now have a few questions for you...
First is the water surface viewed from below, I'm guessing you added in another one sided material plane to get that effect while underwater? Or are you changing the base material values while underwater? I'm trying to decide which way to go on that, leaning towards modifying the material since there are already 2 plane meshes.
Second, those light shafts look great! Was this accomplished using a mesh plane "godray"? also are they placed manually or are they particles?
And of course the caustics, did you guys use a light function? Or is it added to the sea-floor material itself?
1. There's a new plane that is enabled when underwater. It's just has a translucent material on it with panning normal maps.
2. The light shafts are actually just the default occlusion-based light shafts that come with the directional light. The only difference is the occlusion mask darkness is set to -1 to intensify the effect.
3. The caustics were created using a light function on the directional light. Its much like the panning texture on the water, but I blended 3 different textures. There's also a second direction light that's set up for static lightmaping, though Unreal doesnt support lightmapping on foliage.
O ya, there's also an exponential height fog in the scene too that really helps with scattering the light entering the water and limiting view distance.
hope that answers your questions
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When I build my level (just a simple test scene) I get the error 'Performance Warning BP_Skydome_C_0 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false."
Problem is I can't find anywhere to set this value. According to the UE docs it happens when using a movable mesh... https://answers.unrealengine.com/que...l-cause-a.html
Might be something you guys need to update inside the Blueprint?-TorQueMoD
www.torquemod.com
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I found the issue. The inner cloud sphere object had both static and dynamic shadows checked inside the Blueprint Component. If you uncheck the Dynamic Shadows option it fixes the problem.
I have another question however... how do you change the default moon mesh? I thought it would simply be to replace it inside the Blueprint but for some reason its still using your mesh. I even tried re-importing my own mesh as a replacement for the moon model but its still using the original somehow.
Finally would it also be possible for you to put together a simple tutorial showing how to adjust the various values of the blueprint via the level blueprint so we can turn lightning on and off, increase and decrease cloud opacity, cloud speed etc. at various times?Last edited by TorQueMoD; 02-21-2015, 05:27 AM.-TorQueMoD
www.torquemod.com
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Originally posted by Ranmas View PostI would have posted this video along with my last post, but you know how it goes. Someone broke something during an update and I had to wait for them to push out a quick fix.
Originally posted by zeOrb View PostWow, this project is dope!
It is literally the most beautiful water I've saw and it even does not require tinkering, excellent job guys!
Hopefully the new version will be even better
Originally posted by Regalith View PostHey there, I was the one who set up the underwater effects, and to answer your questions:
1. There's a new plane that is enabled when underwater. It's just has a translucent material on it with panning normal maps.
2. The light shafts are actually just the default occlusion-based light shafts that come with the directional light. The only difference is the occlusion mask darkness is set to -1 to intensify the effect.
3. The caustics were created using a light function on the directional light. Its much like the panning texture on the water, but I blended 3 different textures. There's also a second direction light that's set up for static lightmaping, though Unreal doesnt support lightmapping on foliage.
O ya, there's also an exponential height fog in the scene too that really helps with scattering the light entering the water and limiting view distance.
hope that answers your questions
I am really surprised the light shafts were using the default occlusion from the directional light, they look so much better than the last time I tried that approach. But as mentioned I think the height fog is making the difference so I will give it another try. And as I suspected the caustics are a light function, I have the same method in my master project at the moment but it needs a bit more tweaking.
Thanks again for the info, you guys are doing a great job!Last edited by DotCam; 02-21-2015, 01:57 PM.
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Originally posted by TorQueMoD View PostI found the issue. The inner cloud sphere object had both static and dynamic shadows checked inside the Blueprint Component. If you uncheck the Dynamic Shadows option it fixes the problem.
I have another question however... how do you change the default moon mesh? I thought it would simply be to replace it inside the Blueprint but for some reason its still using your mesh. I even tried re-importing my own mesh as a replacement for the moon model but its still using the original somehow.
As far as the moon goes, all you should need to do is open the blueprint, go to the Components tab, select the moon, then in the details panel you should see a Static Mesh box with the moon selected. Change that to whatever you'd like, the material is being set from the "Set Sky Parameters" function which gets called from the Construction Script. So if you change the mesh, you will most likely want to change the Material as well.
Finally would it also be possible for you to put together a simple tutorial showing how to adjust the various values of the blueprint via the level blueprint so we can turn lightning on and off, increase and decrease cloud opacity, cloud speed etc. at various times?
For dynamically changing the values you will need a reference to the Skydome blueprint in the level blueprint and then set various properties. But the answer is yes, I will do a tutorial for that asap!
Originally posted by voviks21 View PostHi! Can anyone explain me how to lauch this project on windows without UE4 develop program? I cant find binary for windows to launch it...
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Originally posted by BrUnO XaVIeR View PostWhat about the water shader they've shown on TwitchTv. Anybody knows where to get it?
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Originally posted by DotCam View Post... the material is being set from the "Set Sky Parameters" function which gets called from the Construction Script. So if you change the mesh, you will most likely want to change the Material as well.
Thanks for the help!-TorQueMoD
www.torquemod.com
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