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    Lima,

    Just one more last note,

    When you speak to Dot, please pass on why this is so important for some of us. I can’t speak for others, but for me, time and the ability to easily customize the ocean shader for my projects, and the lack of a full feature ocean shader on the Marketplace, is the number one reason I would like to see this in BPs on the Markietplace.

    Plugins are the more optimized why to go, but with new engine versions coming out almost every month, and all that code to go thru, I would rather start with a BP implementation.

    I don’t have a problem with coding… I am a Level 5 Preeminent Advisor for Australia, and I teach at places like Caltec and NASA. I do think water shaders in general are an area better left to real experts.

    For me, time is my biggest constraint, and I really support and appreciate that EPIC lets us use the engine, and the Marketplace is getting better all the time, a great place for learning. But, it has always lacked one thing… what we are discussing.

    I think Tim Sweeney is a genius for coming up with the BP system, which helped me in many ways. I started messing around with UE3 ten years ago. Then I had to put it on hold… I was diagnoses with stage 4 Ampullary/Pancreatic Cancer and given two months to live. This is not the place to go into it, but I can understand if Dot is dealing with health issues…. It puts life in perspective. And messing around with UE4 helped me pass the time, years of time… but it is hard to concentrate when you are pumped full of Chemo… thus my love for EPIC’s BPs.

    Just had my ten year checkup, Dr. called it a miracle, said I am cured. So, I am working as fast as possible on a new project, based on the Amalfi coastline, and one of the major elements is … you guessed it, water.

    A full featured ocean shader on the Marketplace would be great, BP implementation even better, but I need more than just a beautiful surface, I need a beautiful underwater environment as well.

    There is always hope….
    Last edited by CrashA51; 08-08-2018, 04:04 PM.

    Comment


      Originally posted by CrashA51 View Post
      Lima,

      Just one more last note,

      When you speak to Dot, please pass on why this is so important for some of us. I can’t speak for others, but for me, time and the ability to easily customize the ocean shader for my projects, and the lack of a full feature ocean shader on the Marketplace, is the number one reason I would like to see this in BPs on the Markietplace.

      Plugins are the more optimized why to go, but with new engine versions coming out almost every month, and all that code to go thru, I would rather start with a BP implementation.

      I don’t have a problem with coding… I am a Level 5 Preeminent Advisor for Australia, and I teach at places like Caltec and NASA. I do think water shaders in general are an area left to real experts.

      For me, time is my biggest constraint, and I really support and appreciate that EPIC lets us use the engine, and the Marketplace is getting better all the time, a great place for learning. But, it has always lacked one thing… what we are discussing.

      I think Tim Sweeney is a genius for coming up with the BP system, which helped me in many ways. I started messing around with UE3 ten years ago. Then I had to put it on hold… I was diagnoses with stage 4 Ampullary/Pancreatic Cancer and given two months to live. This is not the place to go into it, but I can understand if Dot is dealing with health issues…. It puts life in perspective. And messing around with UE4 helped me pass the time, years of time… but it is hard to concentrate when you are pumped full of Chemo… thus my love for EPIC’s BPs.

      Just had my ten year checkup, Dr. called it a miracle, said I am cured. So, I am working as fast as possible on a new project, based on the Amalfi coastline, and one of the major elements is … you guessed it, water.

      A full featured ocean shader on the Marketplace would be great, BP implementation even better, but I need more than just a beautiful surface, I need a beautiful underwater environment as well.

      There is always hope….
      Noted. He will know.

      I do know the importance of blueprints. My current asset selling at MP is based in blueprint, thou it was first produced in C++. For me it was an experiment and while I watch the versions coming and go, I do check that version if it is hard to maintain and how it is affected, since the rendering module at engine and related APIs are the ones that most change. I would not disguise, it creeps me out the amount of errors that I see, but meanwhile it is getting better and this C++ version will be released in the future, with even more features and performance.

      Back to topic, it is not hard to have a good ocean shader in BP, but the issue is really when you start to add features, the performance suffers too much, and while the material editor is good enough for most of the cases, you are quite limited on what to do to improve performance, even trying to insert some HLSL here and there. Compute shaders are a way to use some extra horse power inside the GPU to parallel some stuff, and this is currently one approach we are going after when developing the FFT and Gerstner version with compute shaders, to be able to add features. The version 4.19 and 4.20 brought to the table some features that we will work, we will develop more materials for each scenario of use and we are sure that the end result will compensate.

      As I told you, even if DotCam does not accept the change, I still have my ocean that I will try to have a version in blueprint, therefore you will have one of them for sure, hopefully both. Im just one guy with 24 project ideas, working on 5 simultaneously and not enough time even working 15 hours a day. We will get there, eventually
      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


        Thank you Lima,

        That is fantastic news....

        Don't get burned out .... one of my favorite move quotes is "The light that burns twice as bright burns half as long."

        Sounds like you could use a vacation...

        Comment


          Originally posted by NilsonLima View Post

          There are different approaches one could tackle to do it. Distance Fields would do the trick but you have two issues: everything including landscape will affect the ocean material and depends a lot on your scene if thats ok or not, second is that at distance you start to lost precision and the mask size reduces in size, meaning that the far the camera is you will need to add some extra offset to compensate.

          The pictures below show how to do it for opaque or translucent ocean/water material:

          Click image for larger version

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          Click image for larger version

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          Join the discord server for this project at: https://discord.gg/qwESbbW when I get time I will do a quick tutorial on different masking options, but I guess you will do just fine with the tip above. Of course the node connection above would multiply anything else placed in there just in case.
          Thank you for the help sir! I havent yet had time to really focus on it but I will try your blueprints and see if i can put this together. I did sign up for Discord. Hopefully Ill see you all there!

          Comment


            Just a few screenshots guys. Community Ocean + trueSky plugin. I love planar reflections.

            Click image for larger version  Name:	6.jpg Views:	1 Size:	85.2 KB ID:	1513933Click image for larger version  Name:	5.jpg Views:	1 Size:	226.3 KB ID:	1513934Click image for larger version  Name:	4.jpg Views:	1 Size:	216.9 KB ID:	1513935Click image for larger version

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            Last edited by script526; 08-10-2018, 10:17 PM.

            Comment


              Originally posted by script526 View Post
              Just a few screenshots guys. Community Ocean + trueSky plugin. I love planar reflections.

              Click image for larger version Name:	6.jpg Views:	1 Size:	85.2 KB ID:	1513933Click image for larger version Name:	5.jpg Views:	1 Size:	226.3 KB ID:	1513934Click image for larger version Name:	4.jpg Views:	1 Size:	216.9 KB ID:	1513935Click image for larger version

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              Beautiful. I wish I had TrueSky.

              Comment


                script526, wonderful

                Comment


                  I updated my engine to 4.20 quite a while ago, but recieves this error:

                  "The following modules are missing or built with a different engine version: OceanPlugin. Would you like to rebuild them now?"

                  How do I move around this?

                  Comment


                    Originally posted by Freddiieehh View Post
                    I updated my engine to 4.20 quite a while ago, but recieves this error:

                    "The following modules are missing or built with a different engine version: OceanPlugin. Would you like to rebuild them now?"

                    How do I move around this?
                    Rebuild would be the next step when engine release changes, but sometimes engine's APIs change and it might require changes in the source code for a rebuild to succeed. We still didn't update the repository at GitHub with the 4.20 because we are in the process of heavy changes in the plugin.

                    You can just rebuild or open the .sln file and build from Visual Studio and then open the project again in the UE Editor.
                    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


                      Can I align this gorgeous Plugin to Sphree surface somehow without code modification or if I must change something then where ?

                      Comment


                        Originally posted by Masakralny View Post
                        Can I align this gorgeous Plugin to Sphree surface somehow without code modification or if I must change something then where ?
                        Good question though. For space-travelling games.

                        Comment


                          Originally posted by Masakralny View Post
                          Can I align this gorgeous Plugin to Sphree surface somehow without code modification or if I must change something then where ?
                          Currently the Infinite Ocean System only works with a plane, so short answer is no. If you want to simulate a planet surface seen from above you will need to use a different material to show the oceans when approaching from space and only shift to the current ocean plugin when it is near enough for the details you want to show.
                          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 NilsonLima View Post

                            Finally I figured it out

                            I have tried to make a project from scratch and the surprise is that i got exactly no underwater effect but only the wet lens effect as you did... and then I remembered that the only difference between those two effects was that one is the whole screen while the other need a special depth pass... which I confirmed opening the material to be a custom stencil.

                            So to fix you need to go to the project settings and set Custom-Depth Stencil Pass to: Enabled with Stencil

                            It could also be avoided if we both have copied the Config.ini file and overwritten the new project.

                            Cheers!
                            Thanks so much. I have been scouring this forum for 2 hours to get underwater working. I though their must be a problem with the z-index of all my actors being out of sync but no.....a simple project setting. Thanks so much!!!

                            Comment


                              There's no way to turn off infinity Ocean generation ? Aaaand why ?!
                              Because I don't see check box in BP Ocean options menu , maybe some modification in code or something ? i want to cover some square kilometers ,not infinite world
                              Last edited by Masakralny; 08-13-2018, 06:17 PM.

                              Comment


                                Originally posted by Masakralny View Post
                                There's no way to turn off infinity Ocean generation ? Aaaand why ?!
                                Because I don't see check box in BP Ocean options menu , maybe some modification in code or something ? i want to cover some square kilometers ,not infinite world
                                The Infinity Ocean System is an illusion... it is based of a plane with high density triangle count in the middle and lower density near edges, which we scale its size according to the camera position, and this is to improve performance when the tessellation is in use, which if it is turned off, then it will not matter.

                                The project is free and made also on user contributions, so you can modify it as you wish in order to fulfill your needs
                                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

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