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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    script526, wonderful

    Leave a comment:


  • replied
    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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ID:	1513947Click image for larger version Name:	10.JPG Views:	1 Size:	161.1 KB ID:	1513936
    Beautiful. I wish I had TrueSky.

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  • replied
    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

Name:	123.jpg
Views:	80
Size:	182.6 KB
ID:	1513947Click image for larger version  Name:	10.JPG Views:	1 Size:	161.1 KB ID:	1513936
    Last edited by script526; 08-10-2018, 10:17 PM.

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  • replied
    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

Name:	mask_opaque.png
Views:	85
Size:	140.5 KB
ID:	1512714

    Click image for larger version

Name:	mask_trans.png
Views:	86
Size:	125.8 KB
ID:	1512715

    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!

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  • replied
    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...

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by shredder7753 View Post
    Hi ALL! I am looking for ways to setup MASKING for my floating creations. I typed masking into the search box for this forum thread and only got 2 pages of results. Then I used CTRL+F to pull up the find feature in Chrome, and put "masking" in there. And I still havent found out how to use masking. Can anyone just point me int he right direction. Im a pretty good self starter if I can read the instructions. I did see the level that demonstrates masking but I wasnt able to figure out how to apply it to my mesh.
    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

Name:	mask_opaque.png
Views:	85
Size:	140.5 KB
ID:	1512714

    Click image for larger version

Name:	mask_trans.png
Views:	86
Size:	125.8 KB
ID:	1512715

    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.

    Leave a comment:


  • replied
    Hi ALL! I am looking for ways to setup MASKING for my floating creations. I typed masking into the search box for this forum thread and only got 2 pages of results. Then I used CTRL+F to pull up the find feature in Chrome, and put "masking" in there. And I still havent found out how to use masking. Can anyone just point me int he right direction. Im a pretty good self starter if I can read the instructions. I did see the level that demonstrates masking but I wasnt able to figure out how to apply it to my mesh.

    Leave a comment:


  • replied
    Sorry guys, I was caught up in a whirlwind of triggery and deep seated professional issues. I won't let it happen again.

    Leave a comment:


  • replied
    Okay ... I was about to close this thread but at looks as if differences have been sorted and we are all on the same page again. Yay for all of you for not letting the thread de-rail too extensively.

    Leave a comment:


  • replied
    Thanks for the update... best wishes for Dot, hope he recovers quickly.

    Leave a comment:


  • replied
    Originally posted by CrashA51 View Post
    Lima, have you approached Dot yet? Any news? Really appreciate the effort.
    He is with health issues atm, we are still waiting to discuss this with him. Im parallel, I will see if it is feasible to have a blueprint version on the free Ocean Seasons which I was developing and about to integrate with this project after it is done, so one or the other it might happen if I succeed in making a FFT version without compute shaders.

    Leave a comment:


  • replied
    Lima, have you approached Dot yet? Any news? Really appreciate the effort.

    Leave a comment:


  • replied
    Guys, please

    I am really worried we get this thread locked by moderation, it will be something DotCam would not be happy with and a diservice (not sure if the word exists) to the community. Keep your posts on topic, which are doubts, requests, issues with the asset, and lets all move forward shall we?

    Leave a comment:

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