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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    Hi everyone,

    Thanks for your great work !

    I'd like to know if ocean project could work in a project of virtual reality ?
    If it does, is there parameters to set for VR ?

    Thanks

    Leave a comment:


  • replied
    Originally posted by mwkazlow View Post
    Huh, it says the latest version is for 4.12. And I can't get Unreal engine to update the .dll files for use in the 4.13.2 engine. Can anyone let me know how to update it for the newest engine version?


    Find the one guys 4.13 fork. Shaders will prob need updating too anyway.


    5-6 posts above
    Originally posted by Levin View Post
    https://github.com/cascade256/OceanProject/tree/4.13


    Thanks everyone for this great plugin!

    I am a total noob with UE4 and i have some problems..



    1. There are some weird reflections and i dont know how i can fix these.. I disabled the PlanarReflectionComponent, because its slowing down my scene a lot. Do i have to enable something or rebuild the lighting? I have two "SphereReflectionCapture" actors in my map and if i click update captures, nothing happens. Can someone point me in the right direction? Maybe that fixes my problem #3 too...

    2. If i enable the clouds and ExponentialHeightFog i get jagged lines at the horizon. Is there a way to fix this?

    3. The Reflection of my sun doesn't update when the sun moves. Should the "Skylight capture interval" control that?

    Thanks for your time!

    Leave a comment:


  • replied
    On the GitHub page, there's a "branch" button, make sure you download the project made with the 4.13 branch and not 4.12. If you download the 4.13 branch there's no compiling problem

    Leave a comment:


  • replied
    Originally posted by ColibriLive View Post
    Hi!!

    First, Congratulations for your work, its really awesome.

    I'm trying to use it for a kind of flight game just because the infinity feature is perfect for this. But I have some problems: The "central part" of the ocean has much more quality than the rest and looking it from the sky you can see perfectly a square in the ocean, its no so beautiful.
    My other issue is when I change dynamically the time of the day. The ocean only refresh the enviroment in the central square.

    It's the normal behaviour of the proyect or I'm doing something wrong??

    Thanks and congratulations again.

    EDIT: Finally the "strange square" is the planar reflection component inside ocean BP so... I can scale it to cover a huge distance but... I did not mention it, my project is for VR so the planar reflections are not supported. It should not be a problem, the ocean looks nice without planar reflections but I still have the issue about the time changing. If I change the sky settings in runtime the ocean reflections are not updated... I mean, if the game starts in the morning and then I change it to be at night, the oceans keep the initial reflections. Any tip for this??
    reflection captures should resolve that, and, they cost nothing to add (so add a billion if you wish)

    Leave a comment:


  • replied
    Originally posted by honaj View Post
    Happy to report that the 4.13 version seems to work just fine in the 4.14 preview.
    Huh, it says the latest version is for 4.12. And I can't get Unreal engine to update the .dll files for use in the 4.13.2 engine. Can anyone let me know how to update it for the newest engine version?

    Leave a comment:


  • replied
    Hi!!

    First, Congratulations for your work, its really awesome.

    I'm trying to use it for a kind of flight game just because the infinity feature is perfect for this. But I have some problems: The "central part" of the ocean has much more quality than the rest and looking it from the sky you can see perfectly a square in the ocean, its no so beautiful.
    My other issue is when I change dynamically the time of the day. The ocean only refresh the enviroment in the central square.

    It's the normal behaviour of the proyect or I'm doing something wrong??

    Thanks and congratulations again.

    EDIT: Finally the "strange square" is the planar reflection component inside ocean BP so... I can scale it to cover a huge distance but... I did not mention it, my project is for VR so the planar reflections are not supported. It should not be a problem, the ocean looks nice without planar reflections but I still have the issue about the time changing. If I change the sky settings in runtime the ocean reflections are not updated... I mean, if the game starts in the morning and then I change it to be at night, the oceans keep the initial reflections. Any tip for this??
    Last edited by ColibriLive; 11-04-2016, 12:07 PM. Reason: ocean, time of day, dynamically

    Leave a comment:


  • replied
    Is this free for commercial use?

    Leave a comment:


  • replied
    Originally posted by Senitelty View Post
    Hey, it's pretty simple, when you have the BP_ocean in your level, got to "Infinite Ocean System" -> choose follow method stationary -> and play with the scale max parameter.
    Hmm, I altered those settings and the water plane still seems to stretch to the horizon. You're speaking of the "Infinite Ocean System" variable within the actual Blueprint correct?

    EDIT: Solved the issue. I hadn't realized that the actual ocean meshes were so incredibly large. I actually had turned off the infinite, the meshes themselves were just so massive that they still stretched to the horizon =P

    Resizing the meshes associated worked perfectly. A big thanks to TK for the help with this one.
    Last edited by ConceptualTrap; 11-05-2016, 10:28 PM.

    Leave a comment:


  • replied
    Originally posted by ConceptualTrap View Post
    Anyone have an idea how to break the infinite ocean component? I would rather work with a plane that could be sized. I'm trying to create a rough and choppy lake, but I can't seem to figure out how to turn off the infinite system functionality. Any help would be greatly appreciated.

    Hey, it's pretty simple, when you have the BP_ocean in your level, got to "Infinite Ocean System" -> choose follow method stationary -> and play with the scale max parameter.

    Leave a comment:


  • replied
    Anyone have an idea how to break the infinite ocean component? I would rather work with a plane that could be sized. I'm trying to create a rough and choppy lake, but I can't seem to figure out how to turn off the infinite system functionality. Any help would be greatly appreciated.

    Leave a comment:


  • replied
    hey guys, this may NOT be the oceans fault, but ....

    When i display the ocean (any format, w/SSR, ultimate, etc) the horizon is totally cut flat. Using truesky, i noticed all my cloud bases are cut where the horizon is. When i remove the ocean from visual, it looks perfect. I dont know if this is because of reflections, or, truesky, or, ocean project.

    Anyone notice this type of thing when using Ocean (or global reflections) ?

    Side question - all reflections of the clouds are tiny and not scaled - again, maybe reflections. To resolve, i can use reflection caps, but, i would need hundreds of them to cover the map .......

    Edit: "resolved"
    adding the "truesky" node to the material and connecting it to OPASITY resolves the issues with the clouds and all that
    Last edited by AP_Studios; 11-24-2016, 10:14 AM.

    Leave a comment:


  • replied
    Happy to report that the 4.13 version seems to work just fine in the 4.14 preview.

    Leave a comment:


  • replied
    I'm sorry if this has been asked before, I couldn't find the answer. Is it possible to have the waves travel in a direction relative to the player, in a case where I have an island and I always want the waves to travel towards the shore on all sides?

    Leave a comment:


  • replied
    Super awesome project. do you made an update to 4.13? i would be more than happy
    thanks anyway

    Leave a comment:


  • replied
    This is probably a stupid question, but is there anyway to turn off the Infinite Ocean system?

    Leave a comment:

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