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    Originally posted by DotCam View Post
    Ok, new links are up! @nightfrontier I edited you post to remove the link that was in the quote, just to make sure it works I re-uploaded a new zip of the other link as well.
    Loaded it fine now, will check it out more properly in the coming days. Thanks man! :-)

    Comment


      No changes to the links, just has the .PCH files from being compiled?

      For you @dotcam



      Whole album can be viewed here. http://imgur.com/a/Iv4H2

      We are having 2 issues... the stock waves are HUGE. Those subs in the picture are 5 miles long and about half a mile wide and nearly a mile tall, you do the math.

      Also it wants to "jitter" as in the front of the boat will rise and and down every 100ms or so a few times every few seconds. We are thinking something to do with the buouyancy and might have to script buouyancy for boats that are mostly underwater.

      Lastly it calculates the mass as 160 tons. We need 3500 tons.
      Last edited by Nsomnia; 03-08-2015, 04:37 PM.
      Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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        I should add, if you scale down the waves to flat calm and then bring the camera to the surface, but not yet underwater, a haze appears, and I assume its the underwater fog. I'll have to do some investigating in the Engine when I have time and in the code if I really have time, its not a game blocker for now.

        Edit: Even in the stock waves when the camera is near the water surface but not under it, the full fog occurs until I lift the camera a hair.
        Last edited by Nsomnia; 03-09-2015, 04:52 AM.
        Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

        Comment


          Originally posted by Nsomnia View Post
          I should add, if you scale down the waves to flat calm and then bring the camera to the surface, but not yet underwater, a haze appears, and I assume its the underwater fog. I'll have to do some investigating in the Engine when I have time and in the code if I really have time, its not a game blocker for now.
          Yeah I'm working with him on this, we are using my patrol script so maybe I can give you a better picture of whats happening. When we import an 80 meter object your wave height is 1600 meters high. Every model we import has to be exploded to 100 full just to match the size of the wave. i then try lowering the wave settings to scale them down but when we zoom in on the boat for a birds eye view above the water the haze comes in. Do you have the scale for the waves so we can properly model it in our scale or vice versa?

          Also I'm getting a weird memory leak when playing and stopping and playing and stopping. It builds a tenth of a gig of ram every time and I have to save exit and reload to set it back. Then it starts all over again. The jittering I think could be the result of my test points and Ill just see if I can mess with it.

          Comment


            Hmm, so the Unreal unit is equal to one cm, that makes more sense now LOL. But still getting the memory leak could it be combined to this issue still? https://answers.unrealengine.com/que...causes-me.html

            https://answers.unrealengine.com/que...mory-leak.html Cause this was from 5 days ago not sure if its related
            Last edited by Avolanty; 03-09-2015, 04:52 AM.

            Comment


              Originally posted by DotCam View Post
              Ok, new links are up!

              Great! Heres your system in use in my project:
              Click image for larger version

Name:	Capture17.JPG
Views:	2
Size:	100.7 KB
ID:	1068028
              System
              ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

              ArtStation
              Artwork thread

              Comment


                Great. I'm new to Unreal (downloaded today) and get on Linux:
                /media/michael/DATA/UnrealEngine/Engine/Source/Developer/AITestSuite/Private/AITestSuitePrivatePCH.h:3: error: Core.h: No such file or directory
                #include "Core.h"

                Could I use that ocean in any way or are any restrictions on your work?
                Many thanks and regards

                Comment


                  Originally posted by Nsomnia View Post
                  No changes to the links, just has the .PCH files from being compiled?

                  Whole album can be viewed here. http://imgur.com/a/Iv4H2

                  We are having 2 issues... the stock waves are HUGE. Those subs in the picture are 5 miles long and about half a mile wide and nearly a mile tall, you do the math.

                  Also it wants to "jitter" as in the front of the boat will rise and and down every 100ms or so a few times every few seconds. We are thinking something to do with the buouyancy and might have to script buouyancy for boats that are mostly underwater.

                  Lastly it calculates the mass as 160 tons. We need 3500 tons.
                  Originally posted by Avolanty View Post
                  Yeah I'm working with him on this, we are using my patrol script so maybe I can give you a better picture of whats happening. When we import an 80 meter object your wave height is 1600 meters high. Every model we import has to be exploded to 100 full just to match the size of the wave. i then try lowering the wave settings to scale them down but when we zoom in on the boat for a birds eye view above the water the haze comes in. Do you have the scale for the waves so we can properly model it in our scale or vice versa?

                  Also I'm getting a weird memory leak when playing and stopping and playing and stopping. It builds a tenth of a gig of ram every time and I have to save exit and reload to set it back. Then it starts all over again. The jittering I think could be the result of my test points and Ill just see if I can mess with it.

                  Hey that looks pretty good guys! But 5 miles is.... yeah... that's a bit too big

                  To adjust the scaling for the waves you can select the ocean surface then in the details panel scroll down to the "Ocean Manager" section. From here you want to modify the Global Settings, with Wave Length controlling the distance between waves and wave amplitude controlling the height of the waves.

                  That definitely needs to be fixed though. I have them set like that to make it easier to fine tune the waves, there is a change to the number of waves this time which also affects the overall size and distances that will need some adjusting. I'll test it out a bit and add that in with the next download, thanks for reminding me!

                  Originally posted by Avolanty View Post
                  Hmm, so the Unreal unit is equal to one cm, that makes more sense now LOL. But still getting the memory leak could it be combined to this issue still? https://answers.unrealengine.com/que...causes-me.html

                  https://answers.unrealengine.com/que...mory-leak.html Cause this was from 5 days ago not sure if its related
                  As far as the memory leak goes this happens to me as well, it will grow in size after working on it for some time, I usually restart the editor when it gets up to 2.5 to 3gb (starts out at roughly 650mb). I am not sure what is causing this, but for me at least it happens in all of my projects (not just the ocean project, and it happens on multiple versions). I will hop on that AnswerHub link as well in a minute.


                  Originally posted by Mike4 View Post
                  Great. I'm new to Unreal (downloaded today) and get on Linux:
                  /media/michael/DATA/UnrealEngine/Engine/Source/Developer/AITestSuite/Private/AITestSuitePrivatePCH.h:3: error: Core.h: No such file or directory
                  #include "Core.h"

                  Could I use that ocean in any way or are any restrictions on your work?
                  Many thanks and regards
                  Hi there, I am not sure what that issue is related to, I have not seen it before. Can you open the project at all?

                  And there are no restrictions you can use this in any project, free or commercial without any restrictions. You are not required to but I would always love to see how you use it in your game! Have fun with it!
                  Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                  Comment


                    Originally posted by DotCam View Post
                    Hey that looks pretty good guys! But 5 miles is.... yeah... that's a bit too big
                    Any idea on how to fix the fog/haze being applied when the camera is JUST on the surface? I can take a screenshot if youd like but its easy to replicate just go into the water a tiny tiny bit, facing horizontally and then go up and down a hair till you see it
                    Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

                    Comment


                      Originally posted by Nsomnia View Post
                      I should add, if you scale down the waves to flat calm and then bring the camera to the surface, but not yet underwater, a haze appears, and I assume its the underwater fog. I'll have to do some investigating in the Engine when I have time and in the code if I really have time, its not a game blocker for now.

                      Edit: Even in the stock waves when the camera is near the water surface but not under it, the full fog occurs until I lift the camera a hair.
                      Yes that is underwater fog/PP effects and the water surface changes. This is that hardest part to get right for the underwater system since the post process volume is flat (box) and won't line up correctly. Post process turns on as soon as you enter the PP volume (instead of a line separating the 2 views, it changes instantly), causing a sudden change that does not necessarily line up with the height of the wave. I have it set to blend at 50 which might be a bit too high, but overall there is no simple fix for this. I have tested this out with other engines in the past, Cryengine's water works the same way. When you slowly move the camera below the waves, at one point you will either see no underwater PP volume while looking under the wave, or see the PP volume while above the wave. There is no easy solution to this that I can find, only way I have seen is creating a dynamic PP volume mesh. In order to do that we would likely need to make changes to the rendering engine.

                      So for now it is trying to fine tune to get as close as possible, I will continue to look into alternate methods to try.

                      EDIT: Try adjusting the blend amount on the PP volume. Select the PP_Underwater then scroll to the bottom of the details panel and set the blend amount to 0.
                      All of the underwater effects are controlled by the Level Blueprint, so if you want you can remove the fog entirely. It uses the PhysicsVolume as the trigger to turn on the fog effects, so another option is to move the PhysicsVolume down a little bit.

                      EDIT 2: Avolanty - which CPU do you have? When you get a chance post your DxDiag up here: https://answers.unrealengine.com/que...mory-leak.html
                      Last edited by DotCam; 03-09-2015, 02:38 PM.
                      Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                      Comment


                        Yeah posted it

                        Comment


                          awesome work dotCam we really appreciate all the effort you put into this. I wander if anyone could help me with one small problem, its probably something small that i haven't learned yet. I can open the demo project just fine and it all works beautifully, however after i migrate the sky and ocean folders to my project (built on 4.7.2) and try to put BP_ocean into the world i have a red circle with a like through it, it wont let me drop it down. I also cannot open the blueprint, i get this error "Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed!". mousing over the original BP_ocean in the demo, it is parented to OceanDemo.OceanManager my migrated one is parented to none
                          i'm using a standard 3rd person blueprint project with just a world machine terrain imported and nothing else.

                          on a side note i used the 4.4 version on a copy of this project and it works great.
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                            I'll contact Sundog studios about it if I remember, or you can. They make Triton, a c++ ocean project for military simulators, or load up Unity and see how they render the underwater effects to always be at the same verts as the wave mesh.
                            Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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                              Hi Dotcam, do you have any Git project for this ocean? I noticed that you always releasing it via googledrives, is it because the ocean itself is blueprint heavy?

                              Comment


                                Managed to open the latest on Ubuntu 14.04. (had a previous version from your first post before) Also gave up on Windows for now as I only have VS Express, or should this version also work with Qtcreator on Win8?
                                I guess I miss something? As it looks like below but I've only fired up ueditor twice or so for now.

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