This ocean project is super cool, but if I need something truly next-gen, I'll go with Waveworks
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[Community Project] WIP Weather & Ocean Water Shader
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Trying to build from source in 4.8 I get this error and this error only.
1>F:\UnrealProjects\4.8 test\OceanProject-TK-s-Dev\OceanProject-TK-s-Dev\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp(63): error C2039: 'Actor' : is not a member of 'FDestructibleChunkInfo'
1> C:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Engine\Classes\Components/DestructibleComponent.h(24) : see declaration of 'FDestructibleChunkInfo'
Will look into it later, but looks promising, hopefully and easy fix. Any one have anyideas to the cause??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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So as of right now it seems the only way is to make a lower quality opengl version.. perhaps with no extra normals and heightmap displacement.
Sorry but I can't promise I will do this soon (although I will try).
Originally posted by Gibbz View Postim trying to build this on 4.8 preview, but its failing.
Are you guys going to update to work with 4.8 any time soon?I will try to upload (soon?) a "beta" 4.8 version.
But in that "beta" version some things will be broken (because of 4.8 changes) such as buoyant destructibles (they are too bouncy) and some other minor stuff.. until I figure out how to fix them.
Should be working at least.
Originally posted by Revaravus View PostSo I've been trying to make Gerstner waves in blueprint for a bit (I'm not using the plugin itself, just using it for learning purposes). You may have guessed from my earlier posts that I'm not really great at this (I'm more on the art side of things), but after a lot of trial and error and headbanging I got objects bobbing up and down to waves. They're just not the right waves. The inputs are all the same as in my material, but I kinda figured that wouldn't be enough.
Pic related is my function. Any help/advice you could offer would be appreciated. Thanks again for being cool and making this. It's been a lot of fun to play with/poke around.
Originally posted by Tin Le View PostThis ocean project is super cool, but if I need something truly next-gen, I'll go with Waveworks
Originally posted by Nsomnia View PostTrying to build from source in 4.8 I get this error and this error only.
1>F:\UnrealProjects\4.8 test\OceanProject-TK-s-Dev\OceanProject-TK-s-Dev\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp(63): error C2039: 'Actor' : is not a member of 'FDestructibleChunkInfo'
1> C:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Engine\Classes\Components/DestructibleComponent.h(24) : see declaration of 'FDestructibleChunkInfo'
Will look into it later, but looks promising, hopefully and easy fix. Any one have anyideas to the cause??
Code:physx::PxRigidDynamic* Chunk = Each.Actor;
Code:physx::PxRigidDynamic* Chunk = DestructibleComponent->ApexDestructibleActor->getChunkPhysXActor(Each.ChunkIndex);
Still trying to figure out a fix for this (hopefully soon).
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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Uploading the project with TK's fix as mentioned above. Check back for a link in 20 minutes. Take his advice its not a real fix, Epic Games has depreciated and changed a ton of things, again, that said, it seems fine with my whole 30 seconds of testing. Will test more on my actual project.
Here it is: https://mega.co.nz/#!T8dXmQ6T!kxsu1i...58w7JVk5tmp560 note this is the whole project as it comes from TK's branch. If you just want the plugin here: https://mega.co.nz/#!XtVThArL!0h7IUC...1-VNVJ5ID8L7e0Last edited by Nsomnia; 06-10-2015, 06:57 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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Originally posted by Revaravus View PostSo I've been trying to make Gerstner waves in blueprint for a bit (I'm not using the plugin itself, just using it for learning purposes). You may have guessed from my earlier posts that I'm not really great at this (I'm more on the art side of things), but after a lot of trial and error and headbanging I got objects bobbing up and down to waves. They're just not the right waves. The inputs are all the same as in my material, but I kinda figured that wouldn't be enough.[ATTACH=CONFIG]42666[/ATTACH]
Pic related is my function. Any help/advice you could offer would be appreciated. Thanks again for being cool and making this. It's been a lot of fun to play with/poke around.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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Originally posted by Axxi View Postany update on this for the 4.8?
Epic has, yet again, depreciated a ton of code that needs fixing up to be "proper" and changed the way some things work in PhysX apparently, as much as I can pull from TK's post, the forum, and seeing the code warnings.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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Subsurface Scattering Problems
Hi, I'm really new to UE4 and game development in general. So, I apologize if this is a really stupid question or it's already been answered.
I'm having trouble with the subsurface scattering. With the default color and any color I put into it, it's always this white opaque color. I'm not sure what I'm doing wrong because it works fine in the demo project itself. UE4 ver. 4.7.6 Any help is appreciated.
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Could you give us some more details about what you mean by SSS. Are you implementing your own version, are you editing the SSS in the ocean material etc.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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No, I haven't edited the materials at all. I migrated the blueprints/materials over to the project I was working on and that was the result. I'm just trying to get the ocean system in my project. I'm not sure if I'm missing a few files, I'll double check. Going through the blueprint's settings, SSS was the only thing that was causing some change in those white textures. for example, if I bring the color of the sss to full black, it will change to that (unfortunately it makes my scene look terrible as well). But, any other slight change in the color brings it back to that white color. I've tried several different combos of of colors, but it doesn't change from that white color. It doesn't make sense to me.
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You need to add the BP_Skydome into your level or the SSS won't get the sun's rotation.
If you want to use your own sky then you will have to set it up manually or you can set the SSS intensity to zero.
I plan to make it easier to be able to use another sky but for now it is what it is
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Current status of the 4.8 release:
Unfortunately I'm having an issue with the sample count.. the 4.8 SSR increases the sample count which end up giving me an exceed texture sample limit (16) error on compile.
So basically if I enable SSR then I have to disable the new foam that I have added.. also I want to add an extra set of "far distance" normals but the sample limit isn't going to let me do that it seems.
Do any of you guys know why this happens? I thought the texture limit was increased to 128 since 4.6.
Also I'm working on the "infinite" plane system, it works pretty good so far but I will need to find a solution for the sample count problem and add an extra set of normals or it won't look good at distance.
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 PostYou need to add the BP_Skydome into your level or the SSS won't get the sun's rotation.
If you want to use your own sky then you will have to set it up manually or you can set the SSS intensity to zero.
I plan to make it easier to be able to use another sky but for now it is what it is
-----------------------------------
Current status of the 4.8 release:
Unfortunately I'm having an issue with the sample count.. the 4.8 SSR increases the sample count which end up giving me an exceed texture sample limit (16) error on compile.
So basically if I enable SSR then I have to disable the new foam that I have added.. also I want to add an extra set of "far distance" normals but the sample limit isn't going to let me do that it seems.
Do any of you guys know why this happens? I thought the texture limit was increased to 128 since 4.6.
Also I'm working on the "infinite" plane system, it works pretty good so far but I will need to find a solution for the sample count problem and add an extra set of normals or it won't look good at distance.
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Originally posted by MrFata View PostI heard it was supposed to be raised to 32. Maybe we will see it around DX12 implementation?
Originally posted by c0nr0y View Postwill changing texture samplers to 'shared wrap' work? thats how i get away with more than 16 textures in a landscape material.
I'm really hoping this is some kind of bug and not an actual material limitation.. I will make an answerhub post about this later.
I made a post about this in the forums yesterday but so far no reply (can any of you guys give it a bump to get more attention?)
https://forums.unrealengine.com/show...on-with-tiling
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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