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    Originally posted by NilsonLima View Post

    I felt asleep while reanding all the posts from the original thread yesterday, saw the videos for buoyancy but didn't see any comments on how to make it work. Will continue reading today and I will take a look on the 4.17 you uploaded, before touching anything, so I can at leat see if I was going to the same direction. I really want to try doing myself thou, since I want to be able to support future API changes, because as you saw it is a hard task to find information about the changes. The only quick guidance is the LensDistortion plugin Epic provides and that might not be 100% with all the things you might need.
    A. You were going in the same direction.
    B. LensDistortion only helped with 1 of like 10 different problems
    C: This solved more issues than LensDistortion:
    http://rcaloca.blogspot.com/2017/05/...rs-to-ue4.html (up to 4.17)
    http://rcaloca.blogspot.com/2018/01/...o-ue4-v20.html (4.18,19)
    D: There were more issues with missing functions/values that no longer were allowed to be implied
    E: 4.18 didn't require an update
    F: 4.19 didn't really require an update, they just got picky about a missing implied function

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      Originally posted by EvoPulseGaming View Post

      A. You were going in the same direction.
      B. LensDistortion only helped with 1 of like 10 different problems
      C: This solved more issues than LensDistortion:
      http://rcaloca.blogspot.com/2017/05/...rs-to-ue4.html (up to 4.17)
      http://rcaloca.blogspot.com/2018/01/...o-ue4-v20.html (4.18,19)
      D: There were more issues with missing functions/values that no longer were allowed to be implied
      E: 4.18 didn't require an update
      F: 4.19 didn't really require an update, they just got picky about a missing implied function
      I have got it 4.17 aswell, was missing some includes and there was a mispelled function. About C, I have read RCaloca blog since when it came out and I have figured C from it too, but the issue is that besides him being Epic's employee, relying on a blog instead of a more accurate documentation is a shame. While long term professionals might know what to look for, the keywords for searching and so, novices at some degree with the engine, that already have exhausted the current material pipeline and are looking for something beyond that, would find a hard way to get into shader development.

      I have also followed this article series when it came out too, usefull in some cases (not updated on few changes thou): https://medium.com/@lordned/unreal-e...1-c47f2da65346
      Nilson Lima
      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
      Art is a state of Spirit

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        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.

        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.
          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
          Art is a state of Spirit

          Join us at Discord: https://discord.gg/QJUb5Wk
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            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
            Art is a state of Spirit

            Join us at Discord: https://discord.gg/QJUb5Wk
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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.

              I'll add their EULA too. Thank you for the tip.
              Last edited by EvoPulseGaming; 03-12-2018, 01:39 PM.
              Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap
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              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
                Art is a state of Spirit

                Join us at Discord: https://discord.gg/QJUb5Wk
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                  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.

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                    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
                    Art is a state of Spirit

                    Join us at Discord: https://discord.gg/QJUb5Wk
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                      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 Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap
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                        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
                        Art is a state of Spirit

                        Join us at Discord: https://discord.gg/QJUb5Wk
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                          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!
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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
                            Art is a state of Spirit

                            Join us at Discord: https://discord.gg/QJUb5Wk
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                              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

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                                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
                                Art is a state of Spirit

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