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    Originally posted by NilsonLima View Post

    Is it Apex plugin enabled? This is a change made on recent engine versions which Apex now is a plugin instead a built-in feature, so as the project uses one, you need to enable Apex plugin now.
    Thank you! I'll try
    EDIT: Apex plugin was already enabled...
    Last edited by Tom_H_; 04-13-2018, 10:52 AM.

    Comment


      Originally posted by Tom_H_ View Post

      Thank you! I'll try
      EDIT: Apex plugin was already enabled...
      Give me few min to package a quick project on 4.19 to see if this happens.
      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 Tom_H_ View Post

        Thank you! I'll try
        EDIT: Apex plugin was already enabled...
        I have just packaged successfully in 4.19.1, so Im not sure why yours are not. Try following this steps bellow and see if changes the outcome, I repeated it here, so it is certain will not give you any other trouble:

        - inside the project folder, delete the Binaries, Build and Intermediate folders
        - inside the plugins folder, enter OceanPlugin, and inside delete the Binaries and Intermediate folder
        - inside the project folder delete the OceanProject.sln file
        - right click the OceanProject.uproject and choose Generate Visual Studio Project files
        - once it is completed double click the OceanProject.uproject and confirm the rebuild of the two DLLs asked.
        - try run in editor
        - if success, try to package for Windows again.

        Hope any garbage preventing the build is gone and you succeed!

        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


          Hello!
          Anyone can help me in an underwater scenario?
          I have a glass dome and I would like create an underwater oceanarium scene where player can watch fish/shark within the dome.
          If I correctly understand, the underwater effect created by a post process volume. (PP_Underwater)
          Any solution to add underwater effect only outside of my dome?
          As the thread is huge, a link to the answer also appreciated, if such an explanation already exists.
          Thanks a lot!

          Comment


            Hi, fantastic ocean, underwater, etc. Currently, i'm at page 157, wondering at which page there is information regarding how to use ocean in my own terrain? i moved ocean folder into my content folder, but the ocean doesn't look as nice as the default map's. and i don't know how to set up under water. thanks.

            Comment


              BigaC if you check previous posts I have made a video showing exactly this. Pag 150 post 2249
              Last edited by NilsonLima; 04-16-2018, 09:46 AM.
              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 qdelpeche View Post
                This is Epic ... sorry couldn't resist. This worked out of the box and I only had to track down one little project setting to successfully migrate this to my project. I now have it this beautiful ocean lapping around the shores of my 64km2 map that is surrounded by Ultra Dynamic Sky and filled by Procedural Landscape Ecosystem.

                The only change I had to make was adding a "Switch Has Authority" to 'BP_Underwater' in order to not get errors on my dedicated server when displaying the camera drip effects.

                I love this plugin and would like to thank everyone in the community who has contributed to make this plugin awesome.
                Hi there,

                seems you have successfully set up the ocean, could you briefly describe how did you set up the under water bp and water swim volume? when i copied paste those from OceanProject, i noticed BP_SunVectorUpdater and BP_Underwater weren't copied along with the rest (I copied everything in Ocean, Sky, etc. folder onto my project upon deleting skydome etc). i manually copied those 2 onto the scene. put BP_Underwater beneath the thirdperson and WaterSwimVolume around it, but it is empty underneath the ocean? Thanks.

                Comment


                  Also, anybody shed some light on how to set up the skydome? i drag drop and the dome is divided to half dusk half daytime/morning. Thanks.

                  Comment


                    Originally posted by doggy90402 View Post

                    Hi there,

                    seems you have successfully set up the ocean, could you briefly describe how did you set up the under water bp and water swim volume? when i copied paste those from OceanProject, i noticed BP_SunVectorUpdater and BP_Underwater weren't copied along with the rest (I copied everything in Ocean, Sky, etc. folder onto my project upon deleting skydome etc). i manually copied those 2 onto the scene. put BP_Underwater beneath the thirdperson and WaterSwimVolume around it, but it is empty underneath the ocean? Thanks.
                    @doggy90402

                    These are the steps you need to take for the Ocean setup in a new project, follow them consistently:

                    - create a C++ Project (can be any type: 3rd person, 1st person, none of them)
                    - exit the visual studio
                    - exit UE4 editor and open the OceanProject in editor
                    - locate the ocean folder, right-click on it and select Migrate... with the windows opened select the project you created before and point to its Content folder
                    - exit UE4 editor
                    - inside the OceanProject folder copy the folder called Plugins and paste it inside the project folder you created before
                    - enter the project folder you created before, right click on the file with extension .uproject, select Generate Visual Studio Project files
                    - wait the conclusion
                    - open your project
                    - the last step now, is that you need to enable the Ocean Plugin, restart the editor as asked and you are ready to go
                    ,
                    Now finally you can go ahead:
                    create a landmass, drag the BP_Ocean to your scene, lights, and everything should work fine.
                    Last edited by NilsonLima; 04-24-2018, 06:25 AM.
                    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


                      Hi Nilson,

                      thanks a lot for the step by step guide. i was following your reply (has to be a C++ project) on another page and this:
                      https://github.com/UE4-OceanProject/...o-your-project
                      and got this result. as you can see, my issue is never be the ocean surface, my problem is the skydome is split into half, and while i put water swim volume and under water bp on, i cannot see post processing effect like under water color changing etc. however the character isn't going to fall into oblivion, he can walk in the air and slowly stop, so something is working.

                      i followed your guide step by step. i can drag the BP_Ocean into my scene of course, but that just makes BP_Ocean show up in my world outliner right? How about the under water bp? While i drag under water bp into my editor, the character falls.

                      Another silly question is where is this water swim volume? i got it because i copied from OceanProject's world outliner to my project. But it is not in the OceanProject content folder, nowhere to copy from?
                      Thanks a lot.
                      Last edited by doggy90402; 04-17-2018, 12:53 PM.

                      Comment


                        Originally posted by doggy90402 View Post
                        Hi Nilson,

                        thanks a lot for the step by step guide. i was following this:
                        https://github.com/UE4-OceanProject/...o-your-project
                        and got this result. as you can see, my issue is never be the ocean surface, my problems are the skydome is split into half, and while i put water swim volume and under water bp on, i cannot see post processing effect like under water color changing etc. however the character isn't going to fall into oblivion, he can walk in the air and slowly stop, so something is working.

                        i followed your guide step by step. i can drag the BP_Ocean into my scene of course, but that is just BP_Ocean show up in my world outliner right? How about the under water bp? While i drag under water bp into my editor, the character falls.

                        Another silly question is where is this water swim volume? i got it because i copied from OceanProject's world outliner to my project. But it is not in the OceanProject content folder, nowhere to copy from?
                        Thanks a lot.
                        The picture helped a lot:

                        - for the skydome: it is conflicting with Sky_Sphere_BP, therefore you need to choose between the two (just delete one of the instances) as they do the same thing but with different qualities.
                        - water volume: it is a physics volume and in the details it is marked as Water volume. Ckeck left panel with Volumes tab.
                        - for the underwater effect: in the PP_Global or the name you have choosen for your main volume, you need to add in the section Rendering Features (details) the PostProcess Materials and include the M_Underwater_PP_Inst there. The volume must also be set as Unbound in the details
                        - You will still need to mark the correct options in BP_Underwater to see everything correctly

                        Let me know if the info helped.
                        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


                          Hi Nilson,

                          Thank you very much. That helps massively. After comparing my settings with one of the OceanProject map, i figured it out a bit. Currently PP_Global is set to unbounded and its PostProcess Materials Array value is set to nothing. Created PP_Underwater as a child to BP_Underwater, set PP_Underwater's PostProcess Materials Array to instance 2, NOT set it to unbound, referred it in BP_Underwater. however the underwater color changed only when the character jumps into PP_Underwater's scope LOL
                          i am new so still have a lot to figure out, such as 1 the snow falls through the ocean surface into under water,
                          2 didn't know why the OceanProject map's PP_Underwater is so small and not set to unbounded but it makes effects on the whole underwater space
                          3 upon rotating sunlight, refreshing skydome, can see the nighttime scene, milky way, etc but when click on Play, it goes back to daytime.
                          Thanks again.
                          Last edited by doggy90402; 04-17-2018, 12:55 PM.

                          Comment


                            doggy90402

                            Keep in mind that the whole solution was at 1st being designed for Ocean, so weather is something EvoPulseGaming is working to provide in his own project, contact him about the features for weather.

                            There is no need to attach the postprocess into BP_Underwater, but if you check the details for BP_Underwater, there is a field to place the postprocess there, actually you can supply the same postprocess since in the two fields asking for one. The postprocess as unbound will not limit the extent for the effect inside the volume.

                            Since the solution scope is wide, to be perfectly able to understand whats going on, it is necessary play with settings for each BP and observe in editor and also running in editor. The underwater effect controlled by BP_Underwater deals with three effects in the material: fog, lens distortion and wet lens, which you can choose which one to play in the BP_Underwater and thats why the blueprint exists in the 1st place.

                            If you are using the sky_dome blueprint (not the Sky_Sphere one) the Sun it is driven by time, so unless you change the time in the blueprint you will get back to it. This automatic drive is not present in the Sky_Sphere one.

                            It takes some time to dissect how each thing works, but it is very interesting and provides a lot of insights on how things works in Unreal.
                            Last edited by NilsonLima; 04-17-2018, 11:27 AM.
                            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


                              Hi Nilson,

                              Thanks. that pretty much clears up all my confusions. Amazing. Thumbs up. i added a terrain, it looks wonderful. and it has wet lens effect upon leaving water! Really cannot get this far without your help. Thanks again. My next move would be creating a swim animation, and i notice currently it cannot dive but OceanProject can. And no buoyancy so it doesn't move to the ocean surface once it is under water. hehe.

                              Click image for larger version  Name:	terrain-min.png Views:	1 Size:	568.9 KB ID:	1462480
                              Last edited by doggy90402; 04-17-2018, 12:57 PM.

                              Comment


                                First of all: Awesome project!

                                Secondly: Is the Landscape Modulation broken with UE 4.19? I can't seem to get it to work. Tweaking the settings back and forth and see no difference in behavior on shallow waters or near the shore.

                                Thirdly: Is there any documentation available?

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