Originally posted by TK-Master
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[Community Project] WIP Weather & Ocean Water Shader
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The material worked out of the box for me (well excluding the SSR ofc, that had to be enabled).
Which version of the editor are you using? preview? master? (linux?)
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
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Originally posted by TK-Master View PostThe material worked out of the box for me (well excluding the SSR ofc, that had to be enabled).
Which version of the editor are you using? preview? master? (linux?)
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Yeah openGL is limited to 13 samples according to the 4.6 release notes.
There are ways to reduce texture sample count so it shouldn't be a problemI will try to optimize it a bit for the 4.8 plugin release.
Right now it's not optimized at all when it comes to texture samples.
I think there is also a switch node so we could have different nodes depending on directx, openGL etc. we will see.
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
Comment
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@TK-Master - I'm using your branch as a base for a new level for my VR audiobook player, and one thing I found out after a lot of hair pulling late last night is that if you drop the near clip plane down to something that's more suitable for VR, like 0.15 (instead of 10), it causes this really nasty problem with the Ocean. If you turn off Gerstner waves it goes away.
I'm not familiar enough with the materials to do it myself, but I was thinking one way to work around this would be to blend out the Gerstner waves after a certain distance. If there's another way to fix it I'd love to hear it, too.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Weird.. looks like the near clip plane is making that problem come back again.
It is caused due to a workaround that we have to use to fix the transparency sorting problem.. look for the part in the M_Ocean material commented as "Far Distance Fix(?)" and lower the value from 200000 to 15000 or so, you might start seeing wrongly sorted waves at distance though.
In the future I think it should be a good idea to have a set of parameters to fade waves and normals at distance to another set of displacement. That should also help with the repeating pattern that you can see when using a large ocean plane.
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
Comment
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I followed this thread since the beginning and it's nice to see so much progress, but I have two questions.
Would it be possible to get a branch which only has the essential things in it? No ships or fishes just the ocean and sky/weather, even though they look nice ^^
Otherwise I'm going to do it myself, but I can't tell how far everything is entangled with each other, so I thought it would be a good idea to ask. (I do have to admit that I haven't looked at the new stuff yet. I'm still using the old build with everything being BPs instead of code)
Second, am I under the right impression that TK's branch is the most up to date one or am I wrong?
Anyways, thanks to everyone who puts effort into this, you are doing a great job
Greetings,
Dakraid
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Content stuff are pretty modular already, you can just delete all the content folders (such as ships and fish) and just keep the Ocean and Sky folders.
The example maps might not work if you do that but you can easily clean up a map (the UnderwaterFish map in my branch is already pretty empty for example, just need to delete the fish manager).
And yes, the TK branch is the most up to date currently (you can always check the github commit log dates when in doubt).
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
Comment
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Originally posted by TK-Master View PostContent stuff are pretty modular already, you can just delete all the content folders (such as ships and fish) and just keep the Ocean and Sky folders.
The example maps might not work if you do that but you can easily clean up a map (the UnderwaterFish map in my branch is already pretty empty for example, just need to delete the fish manager).
And yes, the TK branch is the most up to date currently (you can always check the github commit log dates when in doubt).
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Hi there,
I just downloaded this and been playing with it for a few minutes however, question appeared. Once I'm importing a static mesh (boat) where should I start from to get it floating on the water properly?
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MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForStaticInitializationOceanPlugin(void)" (?EmptyLinkFunctionForStaticInitializationOceanPlugin@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:\CatsLife\Binaries\Win64\CatsLife.exe : fatal error LNK1120: 1 unresolved externals
I get that when I try to Package the project Win64 with the Ocean Plugin.
Update: If I disable the Plugin my project Packages just fine.
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Originally posted by Maximum-Dev View PostHi there,
I just downloaded this and been playing with it for a few minutes however, question appeared. Once I'm importing a static mesh (boat) where should I start from to get it floating on the water properly?
Originally posted by Darkkitten View PostMainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForStaticInitializationOceanPlugin(void)" (?EmptyLinkFunctionForStaticInitializationOceanPlugin@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: D:\CatsLife\Binaries\Win64\CatsLife.exe : fatal error LNK1120: 1 unresolved externals
I get that when I try to Package the project Win64 with the Ocean Plugin.
Update: If I disable the Plugin my project Packages just fine.
The easier way to do that is to open the project then go to File > Add Code to Project... and create an empty class.
You might also need to have visual studio installed.
4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
WIP Interactive Water Shader, WIP 2D Water Sim
WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD
Comment
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@TK-Master:
You wrote, that the SSR are noise. Have you set their quality up to 100? It's 50 by default. Settings are in the post process volume of the scene.
That usually improves their look, although i'd really like to see some "real" water shaders...or translucent shaders in general that support things like....shadows...or any kind of depth-based information. The current implementation looks like OpenGL from the 90s.
With that in mind, your results look pretty amazing in regards to what little possibilities you had to achieve them!
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