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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    Originally posted by NilsonLima View Post


    Hmm I didnt get through the commits, which I see now are from 2016, but got the latest release only which is 2014/15... Oh well... work to do then...
    Working on the proper version now, it is crashing in 4.16.3, but compiled successfull. I see that there are API changes at this: RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); for 4.17 and Im going to look at it now.

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  • replied
    Originally posted by EvoPulseGaming View Post

    Boom! Thats it. If you look back through the commits (in that exact file) you will see a comment about updating to 4.17, which is where you want to look!

    Hmm I didnt get through the commits, which I see now are from 2016, but got the latest release only which is 2014/15... Oh well... work to do then...

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  • replied
    Originally posted by NilsonLima View Post

    This piece of code does not belong to the VaOcean plugin, but to another plugin called LensDistortion, which is a default engine plugin shipped into. The code there is exactly the same without the comments.
    Boom! Thats it. If you look back through the commits (in that exact file) you will see a comment about updating to 4.17, which is where you want to look!

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  • replied
    Originally posted by EvoPulseGaming View Post
    Updated VaOcean to 4.17!!!! On to 4.18!!!

    If anyone knows how I can solve this issue:
    GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState</*false, CF_Always*/>::GetRHI();
    If I remove the /* */ part, it will throw an error, while it still works, I would feel better if whatever that is trying to set is used.
    This piece of code does not belong to the VaOcean plugin, but to another plugin called LensDistortion, which is a default engine plugin shipped into. The code there is exactly the same without the comments.
    Last edited by NilsonLima; 03-08-2018, 04:49 PM.

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  • replied
    Originally posted by NilsonLima View Post

    I didn't get there yet I guess. I just got the source from github and was removing the errors. Now Im stuck in two lines, which Im not sure why it can find SetGlobalBoundShaderState() since I have already used this function in another shader and all the headers are set. Probably when I fix this, more appear and that code you wrote too. Unless we are basing in difference source O.O
    Im at work, and likely won't be home or I'd just link you my reference, but SetGlobalBoundShaderState is depreciated. I believe this was a warning when you compiled 4.16. if you google that with POSInitializer you should find the git hub link that gives you an idea what needs to be changed (I removed 4 lines and added 6 or so)

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  • replied
    Originally posted by EvoPulseGaming View Post

    Since you're on 4.17 how did you fix the code snippet I posted above?
    I didn't get there yet I guess. I just got the source from github and was removing the errors. Now Im stuck in two lines, which Im not sure why it can find SetGlobalBoundShaderState() since I have already used this function in another shader and all the headers are set. Probably when I fix this, more appear and that code you wrote too. Unless we are basing in difference source O.O

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  • replied
    Originally posted by NilsonLima View Post
    I am working with 4.17 (was thinking on having 4.17, 4.18 and 4.19 versions ready) and Im almost getting there. The code state was not that bad as I was thinking. Once I get there I will check again the comments Epic's employee made about it and from what I recall was easy steps.
    Since you're on 4.17 how did you fix the code snippet I posted above?

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  • replied
    I am working with 4.17 (was thinking on having 4.17, 4.18 and 4.19 versions ready) and Im almost getting there. The code state was not that bad as I was thinking. Once I get there I will check again the comments Epic's employee made about it and from what I recall was easy steps.

    Leave a comment:


  • replied
    Updated VaOcean to 4.17!!!! On to 4.18!!!

    If anyone knows how I can solve this issue:
    GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState</*false, CF_Always*/>::GetRHI();
    If I remove the /* */ part, it will throw an error, while it still works, I would feel better if whatever that is trying to set is used.

    Also, VS throws an error, only twice, once upon setting up the blueprint, and once when clicking on the viewport, after that it runs fine. I believe this is the race condition described in the Va thread. Once updated to 4.18, I will focus on that.

    Time for bed...

    Oh, pics or it didn't happen :
    Click image for larger version

Name:	VaOcean4.17.jpg
Views:	29
Size:	308.5 KB
ID:	1439895

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  • replied
    Originally posted by EvoPulseGaming View Post
    VaOcean has been updated to 4.15

    Looking to update this to 4.18, then merge with Ocean Project, under a different github repo (Stripping most of the models and maps, clean up ect)

    Edit, runs on 4.16 now
    I am working on this aswel, updating into latest Tessendorf notes about the method. Whole thing outside Unreal for now, than convert the shaders result trying to keep the structure from this project, except the shader exposing which is different per API changes in Unreal.

    Let us know when the repo is ready for a check and please keep ufna credits/copyright notice on this, he is a pionner and deserves the credits.

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  • replied
    VaOcean has been updated to 4.15

    Looking to update this to 4.18, then merge with Ocean Project, under a different github repo (Stripping most of the models and maps, clean up ect)

    Edit, runs on 4.16 now
    Last edited by EvoPulseGaming; 03-06-2018, 09:42 PM.

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  • replied
    I am developing another Ocean plugin to use in my project and it will be sold at Marketplace aswell and it will not be based on Gestner Waves, but FFT with other features that this WIP Community Ocean does not have. Mainly doing this because Im involved with Cinematic productions and this requires a lot more features and fidelity to real world.

    The feedback on the development will be updated into this thread: https://forums.unrealengine.com/unre...r-ocean-plugin

    Despite of this development, I will still provide support and answering questions here for the WIP Community Ocean, as I think it is great and it is a solid foundation for anyone to extend it with functionalities and use inside any game.

    Feel free to contact me anytime, but please remember that this thread has great value for all users and it is good to share.

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  • replied
    Inside the material editor, the panel with details at bottom left, did you set tesselation there as the material from "Ocean Ultra" (M_OceanUltra)? It needs to be filled exactly the same.

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  • replied
    Hi

    I have been looking at this project and it is great. As a result I thought I would have a go at producing my own simple water surface using gerstner waves.

    I should say I am running a mac pro with el capitan and version 4.17.2.

    I have managed to get a simple surface running but it only works when i plug the texture into world ofset position and not world displacement.

    I did some searching and found Handkor's tutorials and checked them out to and he also used world displacement, as does this project.

    I also found some explanations that said you needed to change the metal render, but after checking your project settings I noted they are set to use the same metal render as mine.

    What is really weird is that when i run the ocean example for this project it works fine.

    I am obviously missing something in a setting somewhere, could someone point me in the right direction. Do i need a special mesh or something to get this to work.
    I am interested in it from a learning point of view rather than just using the project

    thanks

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  • replied
    So at this point, this weather simulator has gotten out of my scope.

    With that said, its not dead, but on hold until I can get help from someone familiar with hlsl
    Meet us here on slack:
    https://join.slack.com/t/oceanandwea...DMyZjIwMzZiNmE
    Last edited by EvoPulseGaming; 03-11-2018, 03:46 AM.

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