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    Originally posted by OptionalSteve View Post
    Hey guys, be careful with using VaOcean as a base for a new project. The original creator adapted his code from NVidia's OceanCS example, whole functions are directly copy/pasted. He neglected to mention this, which violates the EULA that comes with the code (It mentions NVidia must be credited). There may be other licensing implications that I'm not aware of, so you may want to look into that further if you're going to spend a lot of time improving on that code base.

    Additionally, a lot of the code was written with DX10 as a target, which is a leftover limitation from OceanCS. UE4 uses DX11, and there are several improvements in DX11 that will help you write a more efficient FFT. It may even be more desirable to start from scratch...

    You can find Microsoft's adaptation of OceanCS in this old blog post: https://blogs.msdn.microsoft.com/nat...mple-in-c-amp/

    In OceanCS.zip you'll find NVidia's EULA and some of the code that was copy/pasted into VaOcean. If you want to see OceanCS directly, you'll have to download Nvidia's GPU Computing SDK 4.0.
    Thanks for mentioning this. I will study the material (VaOcean) and the NVidia's EULA to decide the outcome and make it public in this thread. There are plenty of works on Tessendorf FFT which we can switch over and that are trully MIT license, and we might replace as seen fit if we can't reuse VaOcean code. I will share the best implementation with EvoPulseGaming so both will have same implementation.
    Last edited by NilsonLima; 03-11-2018, 06:59 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

    Comment


      From my personal understanding, the code is really replicated there, and the NVidias Eula are not even distributed, which is wrong. My understanding is that NVidia's code can be used inside a product as binary form and be even sold, but in source format it can't be sold, meaning it cannot appear inside Unreal Engine Marketplace as a plugin format.

      I am consulting with other people about this, that are more competent in copyright than me. As soon more info comes, I will post later.
      Last edited by NilsonLima; 03-12-2018, 07:04 AM.
      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 OptionalSteve View Post
        Hey guys, be careful with using VaOcean as a base for a new project. The original creator adapted his code from NVidia's OceanCS example, whole functions are directly copy/pasted. He neglected to mention this, which violates the EULA that comes with the code (It mentions NVidia must be credited). There may be other licensing implications that I'm not aware of, so you may want to look into that further if you're going to spend a lot of time improving on that code base.

        Additionally, a lot of the code was written with DX10 as a target, which is a leftover limitation from OceanCS. UE4 uses DX11, and there are several improvements in DX11 that will help you write a more efficient FFT. It may even be more desirable to start from scratch...

        You can find Microsoft's adaptation of OceanCS in this old blog post: https://blogs.msdn.microsoft.com/nat...mple-in-c-amp/

        In OceanCS.zip you'll find NVidia's EULA and some of the code that was copy/pasted into VaOcean. If you want to see OceanCS directly, you'll have to download Nvidia's GPU Computing SDK 4.0.

        I'll add their EULA too. Thank you for the tip.
        Last edited by EvoPulseGaming; 03-12-2018, 01:39 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


          Just saw this @ twitter. This fellow posted a simple project with simple buoyancy. I still didn't check it, but in the video was nice. http://ue4resources.com/3d-projects
          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
            Just saw this @ twitter. This fellow posted a simple project with simple buoyancy. I still didn't check it, but in the video was nice. http://ue4resources.com/3d-projects
            Doesn't this project already have buoyancy?
            George Rolfe.
            Technical Coordinator at Orbit Solutions Pty Ltd.

            Comment


              Originally posted by duke22 View Post

              Doesn't this project already have buoyancy?
              It does, but not actually working. EvoPulseGaming is looking at this. It was just interesting find that other implementation. Basically you just turn on physics in any mesh and check overlap event generation and you are done. Main issue is that using a separate componente for buoyancy is more flexible, since you can pinpoint which actor can have buoyancy or not, also reducing a bit the overall number of events being generated.
              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

                It does, but not actually working. EvoPulseGaming is looking at this. It was just interesting find that other implementation. Basically you just turn on physics in any mesh and check overlap event generation and you are done. Main issue is that using a separate componente for buoyancy is more flexible, since you can pinpoint which actor can have buoyancy or not, also reducing a bit the overall number of events being generated.
                I'm confused, buoyancy is working for the ocean project... ?
                Buoyancy was removed from the developer branch of VaOcean, and I walked away after merging the master branch Buoyancy into the developer branch, and it did nothing.
                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

                  I'm confused, buoyancy is working for the ocean project... ?
                  Buoyancy was removed from the developer branch of VaOcean, and I walked away after merging the master branch Buoyancy into the developer branch, and it did nothing.
                  It was not working. There is a partial code in the repository, that I didn't care. The post above, about that buoyancy project I found, can help construct a buoyancy component. The only issue with that approach is that buoyancy is linear for the whole actor, so it would not work for complex objects, mainly long ones where you want to put separate buoyant components (like it is in the WIP Ocean) to handle differences in height, shape, weight for that particular spot. There are several ways of doing it, and probably the solution from the WIP Ocean can be used for VaOcean. Anyway, I usually focus on hard things first in any project, so definitely I will not look at buoyancy right now.

                  Right now, I put my hands in two different Tessendorf implementations with MIT licensing and Im doing some research because I think it is best to use a source code beyond margin of doubt than one which might cause troubles. The implementation if I find it suitable (I want it working for all platforms) I will share with you, so both projects can offer for all users the same method.
                  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

                    It was not working. There is a partial code in the repository, that I didn't care. The post above, about that buoyancy project I found, can help construct a buoyancy component. The only issue with that approach is that buoyancy is linear for the whole actor, so it would not work for complex objects, mainly long ones where you want to put separate buoyant components (like it is in the WIP Ocean) to handle differences in height, shape, weight for that particular spot. There are several ways of doing it, and probably the solution from the WIP Ocean can be used for VaOcean. Anyway, I usually focus on hard things first in any project, so definitely I will not look at buoyancy right now.

                    Right now, I put my hands in two different Tessendorf implementations with MIT licensing and Im doing some research because I think it is best to use a source code beyond margin of doubt than one which might cause troubles. The implementation if I find it suitable (I want it working for all platforms) I will share with you, so both projects can offer for all users the same method.
                    Yeah , it's a very simple implementation , it can be used in complex situations too like boats or complex shapes (I will release an AI example soon covering boat physics and navigation) .
                    The only limitation when using Blueprints only is how to get waves height using an optimal way!
                    Website [ LINK ]
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                    Support ! [ LINK ]

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                      Originally posted by Mhousse1247 View Post

                      Yeah , it's a very simple implementation , it can be used in complex situations too like boats or complex shapes (I will release an AI example soon covering boat physics and navigation) .
                      The only limitation when using Blueprints only is how to get waves height using an optimal way!
                      Great see you dropping by! ^_^

                      We do appreciate contributions on this! EvoPulseGaming is building a solid solution with Ocean and Weather consolidating everything in this WIP project here to be a good asset for everyone for FREE, so any contribution goes toward the community.
                      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


                        Good Evening Everyone:

                        May I kindly ask if anyone knows how to render 3D Widgets underwater that remain unaffected by the PP Volume?

                        I have been struggling with this all day, any guidance will be much appreciated

                        Comment


                          Originally posted by Rosencrutz View Post
                          Good Evening Everyone:

                          May I kindly ask if anyone knows how to render 3D Widgets underwater that remain unaffected by the PP Volume?

                          I have been struggling with this all day, any guidance will be much appreciated
                          I will check this out, but it is not difficult. Just need to get home.
                          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


                            Thanks for taking the time to assist Nilson, will await your reply as time permits.

                            Comment


                              Originally posted by Rosencrutz View Post
                              Thanks for taking the time to assist Nilson, will await your reply as time permits.
                              I recorded a video with some toughts and showing some stuff. It is not sort of a solution, but the sound is quite low in the recording, exchanged my motherboard few days ago and the drivers are probably not ok. This is it: https://youtu.be/5INScECw_K0
                              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


                                The real challenge is pulling this off:

                                George Rolfe.
                                Technical Coordinator at Orbit Solutions Pty Ltd.

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