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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    In BP_Underwater you should not feed the parameter: Underwater PPVolume Ref, because it will disable the PP_Global postprocess and the underwater effect is gone. Clean the parameter and re-enable the PP_Global. If this is not it, I then dont know whatelse would be. Or in the end also set the parameter Enable Underwater PP that it will work as intended.

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  • replied
    Originally posted by NilsonLima View Post
    Is the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the effects.
    I think so, I've simply just tried to replicate the original project and everything is the same, but there's still something missing.

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  • replied
    Is the blueprint BP_Underwater placed at the level and setup properly? It is the responsible for the blending between the effects.

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  • replied
    Originally posted by NilsonLima View Post

    Is the postprocess material applied in the postprocess volume at your level?

    PS: if you check the project in the PP_Gloval postprocess volume in the level, looking at the Rendering Features->Postprocess Materials you find the 1st entry at the array with M_Underwater_PP_Inst. The postprocess volume must be set with Infinite Extent (unbound) set.
    I've double checked the things you said and everything is set like that :/ I don't know what I've missed.

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  • replied
    Originally posted by Freddiieehh View Post
    Cant get the underwater effect to work
    Is the postprocess material applied in the postprocess volume at your level?

    PS: if you check the project in the PP_Gloval postprocess volume in the level, looking at the Rendering Features->Postprocess Materials you find the 1st entry at the array with M_Underwater_PP_Inst. The postprocess volume must be set with Infinite Extent (unbound) set.
    Last edited by NilsonLima; 02-09-2018, 12:19 PM.

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  • replied
    Cant get the underwater effect to work

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  • replied
    Originally posted by Lucyme95 View Post
    Hi, sorry this may seem like a stupid question but I've never used anything like this before. How do I add this to an existing project?
    If you downloaded the version from github, there is an entire project with an island and boats for you to see. Mostly when you analyze the project you will see that it requires your project to support C++ since there is a plugin that you will need to include along. Once you create a new C++ Project (lets say the 3rd person template) close it and you will copy the Plugins folder from the OceanProject to your C++ project. You will need to right-click your project.uproject file and select "Generate Visual Studio project files". You will need to have Visual Studio 2015 or 2017 Community Edition installed at least. After this you can open your project regularly and it might tell your plugin needs to be recompiled, which you should always say yes.

    It might happen that when a new UE4 release comes out the C++ files for the plugin need some maintenance and thats what this community is doing here. We give the directions to make it work and also update the project at GitHub.

    I hope I have put the steps in a easy way to follow, sorry, it is early in the morning for me and sometimes english comes a bit confuse into my mind.

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  • replied
    Originally posted by NilsonLima View Post
    There are safe plugins available these days for that, you gotta check which one at MP. They will expose functions that you can call to launch custom events (I guess methods too) as threads.
    There is BPThreads on the marketplace. I have not tried it out yet. Going to soon

    https://www.unrealengine.com/marketplace/bpthreads

    Do not buy Vega Threads as that is out of date. Was Last update for 4.15

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  • replied
    Hi, sorry this may seem like a stupid question but I've never used anything like this before. How do I add this to an existing project?

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  • replied
    There are safe plugins available these days for that, you gotta check which one at MP. They will expose functions that you can call to launch custom events (I guess methods too) as threads.

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  • replied
    Wait till I play with blueprint threading to make this viable... Been considering splitting up the blueprints between actors in an array...

    If anyone has an idea how I could get another thread to run from pure blueprints...
    Last edited by EvoPulseGaming; 02-08-2018, 04:07 PM.

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  • replied
    Well said, there are so many reasons for BP over C++ .... remember, if you are one step ahead people think you are a genius, but two steps, and they will call you crazy. Your weather simulator is a great idea... go for it. SpaceX is a good example of what I am talking about.

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  • replied
    [QUOTE="CrashA51;n1425420"]Whenever someone asks me when to use BP and when to USE C++, I show them this, a fantastic Ocean system, all in BPs, running at 120 FPS, on my mid range rig:

    Apart from performance, the main reason I'm doing this is because it's so much easier to add or change stuff in bp than in code. I can do complete restructuring of a deeply embedded struct array in 1/10th the time and 1/10th the manual labor.

    Also I've been able to visually identify redundant code in loops that execute 5600x4 loops per calculation by x10 iterations by x100 steps. Redundant code I didn't easily see in c++.

    Every reduntant call I remove, removes 22,400,000 calls per simulation.

    I've already identified about 30 calls that can be simplified or removed. So about 672 million calls less.

    I would have hell of a time doing that in c++

    P.s. I guess the elitists don't want a one of a kind weather simulator to go with that beautiful ocean...

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  • replied
    Whenever someone asks me when to use BP and when to USE C++, I show them this, a fantastic Ocean system, all in BPs, running at 120 FPS, on my mid range rig:

    Click image for larger version

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ID:	1425421

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  • replied
    In my 4.15.1 version (that's been migrated to a game) the underwater shader doesn't activate properly. The global pp doesn't go into the underwater mode no matter what material I use. Any thoughts?

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