Announcement

Collapse
No announcement yet.

[Community Project] WIP Weather & Ocean Water Shader

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ixicalibur View Post
    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.
    Originally posted by ernesernesto View Post
    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?
    I'm going to combine the two quotes above since they are both relating to the same issue. The download I released a few days ago is only a temporary one while I get the plugin working (which it now is yay!) and then upload everything to GitHub. This is the reason @ixcalibur you are having difficulties migrating the project, there is some source code that is required and it is not a simple task to migrate it out as well.

    So the plugin will solve that issue, you will only need to migrate the blueprint and copy the plugin to your new project. This will be up on GHitHub asap!!

    The blueprint itself isn't overly heavy, right now all together (before being built by the engine on load) the whole project is around 350mb total. I may do something similar to how UE4 used to be retrieved from GitHub where the image files and other content will be a separate zip file to be downloaded and extracted if it grows too large.

    So this is what I am working on now. I created a new organization so I will be able to add anyone wanting to contribute to the project, more info on that shortly!

    Originally posted by Nsomnia View Post
    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.
    I have a copy of the Sundog studios standalone ocean demo, I will install it and have a look at their system. I also downloaded Unity 5 yesterday to see how their system works for water, is there any built in water system? Or is it the asset store only?


    Originally posted by Mike4 View Post
    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.
    This must be caused by the fact Linux does not use DirectX 11, the material is using a few features that rely on the DX architecture.

    You shouldn't need to have VS to open the project, but to be safe I would download the VS 2013 Community edition. It is basically the pro edition with a different licence. So long as you are making less than $1million per year, are using it for a company 5 team members or less, and not creating Enterprise solutions (you aren't with UE4) you can download it and use that instead. Here is the link:
    https://www.visualstudio.com/product...o-community-vs

    To port the material over to OpenGL would require quite a few changes, but it should be possible. I will add that to the to do list!
    Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

    Comment


      DotCam a OpenGL version would be great. As for Unity I've tried this just before I found UE:
      http://forum.unity3d.com/threads/ocean-renderer.171651/

      I've vs2013express installed but the previos version wanted vs and didn't find vsexpress. ms is funny...

      Comment


        Hey Dotcam, can't you just reconstruct pixel position from scene depth map in pixel shader and then just use it as a mask for your underwater PP shader?
        Last edited by Shockwave-peter; 03-10-2015, 12:36 PM.

        Comment


          Originally posted by DotCam View Post
          I
          Unity has a water soluton but I beleive its just a shader applied to a plane I never played with it. Import the environment asset package when you make a new project. There is 'Water (basic)' and then drag the day or night version from the prefabs folder into your scene. Its a plane with a shader and animated water texture with a basic script (didnt open the script). Tehn theres regular water under 'Water' same deal just alot nice working and lastly 'Water 4' which is the water system they made for unity 4.x Its an actual mesh I used 'water4 advanced' prefab. They use gerstner displacement for the mesh too. They have a bunch of scripts, but it looks like they are wrapped to private DLLs somehow, probably because the water system was pro only before.

          Their tiling system works great, blends together perfectly. Gonna have to learn how to tile at least 16 of your ocean planes together to make one "tile" in the world and thousands of those for the coast and then at least 26 tiles blended together to make a large ocean that can move with the player for an infinite ocean.

          And of course theres the open source water project for unity. I can get you all the versions of that, the underwater version the regular version theres 4-5 good ones. Its all C# though and I beleive they all use FFTs. Franks Triton Ocean who knows... because as far as I know you cant just peek into the source of c++ compiled into .dlls like you can regular c# in unity using .net Reflector.

          Hey Dot heres an issue I was wondering about. If we scale our model down a TON (like 3 feet long instead of 300) so that it scales fine with the stock wave settings. It seems all the foam gets unproportionally large. Any easy way to adjust this or would I have to just resize the foam texture/material?
          Last edited by Nsomnia; 03-10-2015, 02:02 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

          Comment


            DotCam, stating the obvious, but GREAT work! Any idea on the first official release and underwater FX?

            Comment


              Originally posted by Nsomnia View Post
              Unity has a water soluton but I beleive its just a shader applied to a plane I never played with it. Import the environment asset package when you make a new project. There is 'Water (basic)' and then drag the day or night version from the prefabs folder into your scene. Its a plane with a shader and animated water texture with a basic script (didnt open the script). Tehn theres regular water under 'Water' same deal just alot nice working and lastly 'Water 4' which is the water system they made for unity 4.x Its an actual mesh I used 'water4 advanced' prefab. They use gerstner displacement for the mesh too. They have a bunch of scripts, but it looks like they are wrapped to private DLLs somehow, probably because the water system was pro only before.

              Their tiling system works great, blends together perfectly. Gonna have to learn how to tile at least 16 of your ocean planes together to make one "tile" in the world and thousands of those for the coast and then at least 26 tiles blended together to make a large ocean that can move with the player for an infinite ocean.

              And of course theres the open source water project for unity. I can get you all the versions of that, the underwater version the regular version theres 4-5 good ones. Its all C# though and I beleive they all use FFTs. Franks Triton Ocean who knows... because as far as I know you cant just peek into the source of c++ compiled into .dlls like you can regular c# in unity using .net Reflector.

              Hey Dot heres an issue I was wondering about. If we scale our model down a TON (like 3 feet long instead of 300) so that it scales fine with the stock wave settings. It seems all the foam gets unproportionally large. Any easy way to adjust this or would I have to just resize the foam texture/material?
              The foam is scale able, I was playing with it last night. should be foam settings in the ocean object properties.

              Comment


                Found a little thing:
                It works fine only in the foliage-mode, but not when Im in the other modes and try to edit it.
                What can be wrong here?
                System
                ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                ArtStation
                Artwork thread

                Comment


                  Originally posted by Shockwave-peter View Post
                  Hey Dotcam, can't you just reconstruct pixel position from scene depth map in pixel shader and then just use it as a mask for your underwater PP shader?
                  That's a good point, it should be possible. Would that allow a line dividing the water from the air? for example as you go underwater the water surface goes from the bottom to the top as you go down, or would it still instantly turn it off/on? Hmmm... will need to test that out it should work, thanks for the suggestion!

                  Originally posted by Nsomnia View Post
                  .....
                  Thanks for the info, will look into that soon!

                  LOD is the next thing to be added in, if you are interested I am looking to implement a procedural mesh generator similar to this:
                  https://wiki.unrealengine.com/Proced...esh_Generation

                  Not sure whether to go for this now or get a basic LOD system working first, what do you think?

                  Originally posted by dougb View Post
                  DotCam, stating the obvious, but GREAT work! Any idea on the first official release and underwater FX?
                  I'm in the process of setting up the GitHub repo at the moment, and need to make a couple quick tweaks, but very very soon (likely tomorrow).

                  Originally posted by Frequia View Post
                  Found a little thing:
                  It works fine only in the foliage-mode, but not when Im in the other modes and try to edit it.
                  What can be wrong here?
                  What do you mean by "Foliage mode"? If the blueprint is in the scene all you should need to do is select it in the outliner and edit it in the details panel. Sorry not sure what you mean, can you clarify that bit? thanks
                  Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                  Comment


                    In the modes panel in the editor, when Im in the foliage-tool everything goes smooth. But when Im in the other tools (lights, BSP ect) it starts to lagg. This is when I have a fresh OceanDemo scene only and as well as in my Erebor project.
                    System
                    ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                    ArtStation
                    Artwork thread

                    Comment


                      Originally posted by Frequia View Post
                      In the modes panel in the editor, when Im in the foliage-tool everything goes smooth. But when Im in the other tools (lights, BSP ect) it starts to lagg. This is when I have a fresh OceanDemo scene only and as well as in my Erebor project.
                      I have no idea why that might be happening to be honest. I just tested it on my machine and did not see any differences between the two, although I have a pretty fast system with a GTX 980 so it likely doesn't show up for me. The Ocean material is pretty complex, over 600 instructions so it is not surprising to hear performance issues. I will be working on adding in the various feature levels in the near future.

                      So even with no foliage going into that mode increases your FPS? or is this the ocean itself is slowly rendering but the editor is still responsive? or is it the other way around, ocean renders fine but editor is slow?

                      I am putting together a base hardware system at the moment, with a GTX 660 ti and a slightly older i5 as a test machine and to use as a build server. I will be able to test it out then, but this only happens in projects containing the ocean correct?
                      Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

                      Comment


                        On 4.6 everything went well Yes, its lagging even with no props or anything in the scene. But I can live with that bug, as it isnt too annoying, when its working fine when Im in the foliage-tool.

                        Yeah, I understand that this system is pretty complex. Like I said, its the most realistics watersystem I have tried. I could dive right into it (If I knew how to swim) :P
                        System
                        ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                        ArtStation
                        Artwork thread

                        Comment


                          Originally posted by DotCam View Post
                          That's a good point, it should be possible. Would that allow a line dividing the water from the air? for example as you go underwater the water surface goes from the bottom to the top as you go down, or would it still instantly turn it off/on? Hmmm... will need to test that out it should work, thanks for the suggestion!
                          Np, btw, I've just checked how it is implemented in Battlefield 4 and FarCry 4 and they actually do it the simple way - camera's always above or below water completely. And for example in Battlefield 4 on Naval Strike map with some big and choppy waves it is possible to see "underwater" geometry without any PP applied while swimming through a huge wave.

                          Comment


                            I got an idea, if its not possible already. What about waterfalls?
                            System
                            ASUS ROG Maximus IX Forumla - ASUS ROG GeForce GTX 1080 8GB - G.Skill RGB 16GB, Samsung M2 500GB

                            ArtStation
                            Artwork thread

                            Comment


                              We tried tiling multiple ocean tiles together. There is no apparent or otherwise just the odd pixel of a seam they seem to blend seamlessly!
                              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 DotCam View Post
                                That's a good point, it should be possible. Would that allow a line dividing the water from the air? for example as you go underwater the water surface goes from the bottom to the top as you go down, or would it still instantly turn it off/on? Hmmm... will need to test that out it should work, thanks for the suggestion!



                                Thanks for the info, will look into that soon!

                                LOD is the next thing to be added in, if you are interested I am looking to implement a procedural mesh generator similar to this:
                                https://wiki.unrealengine.com/Proced...esh_Generation

                                Not sure whether to go for this now or get a basic LOD system working first, what do you think?



                                I'm in the process of setting up the GitHub repo at the moment, and need to make a couple quick tweaks, but very very soon (likely tomorrow).



                                What do you mean by "Foliage mode"? If the blueprint is in the scene all you should need to do is select it in the outliner and edit it in the details panel. Sorry not sure what you mean, can you clarify that bit? thanks

                                Procedural as in the ocean floor? I think people who need it (very few only people like us using submersibles) would need that and could do it themselves. At the same time LODs... on my gtx 760 even with 16 ocean tiles I get 60-100 fps.
                                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

                                Working...
                                X