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[Community Project] WIP Weather & Ocean Water Shader

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    Getting there we need a easy implementation like this and low overhead on system...coming UE make it happed

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      Hi guys, I just wanted to know what do you think about the cloud. I custom the material and the blueprint to get fully control of it.

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        Everyone else succeeded to add buoyancy to own objects?

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          I agree with joshezzell. Are there any updates regarding the sky/weather?

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            Ship has no bouancy

            I copied the body, sails, flag and BouancyForce component of the Man of War to my own ship blueprint. But I have some problems:

            1. The ship falls through the ocean, if I enable physics.
            2. When I disable physics and enable 'snap to surface', it does float, but goes only up and down and goes not (like the Man of War) first up with the front and then with the back, like a real ship on waves. (screenshots required?).

            Did I missed something?

            Secondly I have some questions about the SkyDome. Lightning doesn't seem to work, while playing in the editor, is this a bug? Is it possible to change the clouds, lightning, etc from anoher blueprint, like a checkpoint or something? I tried it with casting, but I couldn't get it working.

            Can you help me with this?
            Thanks in advance and if you need extra explanation, let me hear.
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              I just stumbled across this thread last night when I was trawling for posts on cubemaps and skydomes and I honestly don't have enough words to say thank you with, this is incredible and the fact you made it for the community and are just giving it out freely is amazing.

              Thanks you so much I will learn a lot from your work.

              Simply amazing.

              Comment


                this is so **** cool . keep it up

                Comment


                  Can I buy this so I can use it for my game ?. Because I want to make some adjustments to it.

                  Comment


                    Originally posted by joshezzell View Post
                    Any news on updates for both the ocean and the sky/weather?
                    Originally posted by Zefron View Post
                    I agree with joshezzell. Are there any updates regarding the sky/weather?
                    Hey guys, the new sky system is almost ready, I will put it up on the Experimental branch soon. It is a complete redesign built around real world data, with accurate day length, azimuth/zenith values based on time of year and location on earth. That last part is key here, it is using real values on earth. To ensure the algorithms work properly I needed to get an earth model working first, but I also have the majority of a completely custom world time/calendar. This will not be available at first though, it still needs more testing.

                    Currently working on integrating the moon with lunar cycles based on the calendar system, then will move on to the weather. Due to the complexity of the math involved I have moved the majority of it into a c++ base class inside the plugin to perform the actual calculations, and it will become the base of the new SkyDome blueprint. This will work nearly identically to the Ocean system works currently, all you will need is the OceanPlugin to access all of the new content. If there is enough demand for it, I could potentially upload a SkyDome only plugin, for now it will only be included in the OceanPlugin.

                    Because this is going to break functionality with the old system, I want to have this as close to complete before releasing it to prevent further breaking changes. But it will be available soon.

                    Originally posted by risc View Post
                    Getting there we need a easy implementation like this and low overhead on system...coming UE make it happed
                    That looks really cool! What method did you use for the added displacement? Is it height-map based? Nice work!

                    Originally posted by Xosh project View Post
                    Hi guys, I just wanted to know what do you think about the cloud. I custom the material and the blueprint to get fully control of it.
                    That looks great! Is this being projected onto the "Cloud Surface" geometry? It will be changing slightly with the new Skydome to make it a bit flatter, the rounded shape just doesn't look natural. If you'd like to contribute anything I would love to hear from you!!

                    Originally posted by BigaC View Post
                    Everyone else succeeded to add buoyancy to own objects?
                    Sorry for taking so long to get back to you, I was away for the last week. See my response below as I believe you are both running into the same issue.

                    Originally posted by Finntastic View Post
                    Ship has no bouancy

                    I copied the body, sails, flag and BouancyForce component of the Man of War to my own ship blueprint. But I have some problems:

                    1. The ship falls through the ocean, if I enable physics.
                    2. When I disable physics and enable 'snap to surface', it does float, but goes only up and down and goes not (like the Man of War) first up with the front and then with the back, like a real ship on waves. (screenshots required?).

                    Did I missed something?

                    Secondly I have some questions about the SkyDome. Lightning doesn't seem to work, while playing in the editor, is this a bug? Is it possible to change the clouds, lightning, etc from another blueprint, like a checkpoint or something? I tried it with casting, but I couldn't get it working.

                    Can you help me with this?
                    Thanks in advance and if you need extra explanation, let me hear.

                    How many of the "Test Points" did you add for your ship and what settings did you use? If you open the blueprint and click on the Viewport tab and select the "BuoyancyForce" component from the components list of the blueprint, in the details panel you must set up the number of (and location of) the test points for the buoyant object. These are the only points on the ship that are actually used to calculate buoyancy. Without them your ship will sink.

                    For a ship I would recommend a minimum of 6 points (a point on the left/right of the ship at the front/middle/back). Open up the Man-O-War blueprint, go to the Viewport Tab and select the BuoyancyForce component and check out where these points were added for it, and make sure your ship/boat looks similar in setup.

                    Please check that out and let me know if it solves the issue!

                    As far as the lightning goes, it should work, last I checked it did at least. I am in the process of rebuilding the SkyDome right now that will include the features you are looking for, the current system is fairly basic.
                    Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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                      Originally posted by joplin66 View Post
                      I just stumbled across this thread last night when I was trawling for posts on cubemaps and skydomes and I honestly don't have enough words to say thank you with, this is incredible and the fact you made it for the community and are just giving it out freely is amazing.

                      Thanks you so much I will learn a lot from your work.

                      Simply amazing.
                      Originally posted by MuhammadMadi View Post
                      this is so **** cool . keep it up
                      Thanks guys! Have fun!


                      Originally posted by JoeYoung View Post
                      Can I buy this so I can use it for my game ?. Because I want to make some adjustments to it.
                      No need to buy this, it is freely available for anyone to use in their own projects whether they are released as free, or commercially, no royalties whatsoever.

                      The only thing not allowed with this project is to putting it up for sale in whole, part, or modified form. For full license details see:
                      https://github.com/UE4-OceanProject/...ob/4.8/LICENSE

                      Feel free to use it in your game, hope it works well for you.
                      Last edited by DotCam; 08-12-2015, 01:11 PM. Reason: typo
                      Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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                        I copied the BouancyForce of the original Man of War. I didn't adjust the location of the test points, but I didn't adjust the size of the ship body. So I think that isn't the problem. But I'm not sure.

                        Are the test points visible in the viewport?
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                          Hey I was just wondering if theres a way to change the ight sky to something more "fantasy" like those skyrim mods with huge nebulas and also is the rain function in it yet?

                          Comment


                            Originally posted by joplin66 View Post
                            Hey I was just wondering if theres a way to change the ight sky to something more "fantasy" like those skyrim mods with huge nebulas and also is the rain function in it yet?
                            My first reccomendation would be to make your own skybox or edit the nighttime image. For rain you can replace the snow with raindrop UV particles or a rain setup that follows the player, both setups I've used. I dunno if theres tutorials on youtube, but SuperGenious' weather FX has great rain.
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                              Originally posted by Finntastic View Post
                              I copied the BouancyForce of the original Man of War. I didn't adjust the location of the test points, but I didn't adjust the size of the ship body. So I think that isn't the problem. But I'm not sure.

                              Are the test points visible in the viewport?
                              Yes, as long as you turn the bool on to view them. They are yellow/blue depending on above/below water.

                              Your boat isnt floating? Make sure fluid density is lower than mesh desnity.
                              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 Nsomnia View Post
                                Yes, as long as you turn the bool on to view them. They are yellow/blue depending on above/below water.

                                Your boat isnt floating? Make sure fluid density is lower than mesh desnity.
                                I tried different mesh densities, but this had no effect. I also couldn't find the bool you ment.
                                Here is a screenshot of the settings:
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                                I changed the ocean earlier, because my grafics card didn't support Shader Model 5, so I changed it like this:
                                "Open the following materials: M_Ocean, M_Ocean_SSR & M_Ocean_Depth (found under Ocean/Materials/M_Ocean_Versions folder)
                                And disconnect whatever goes to World Displacement, plug it into World Position Offset and save."

                                Maybe this is the problem?

                                Do the settings of other components, like the root or Body, make any difference?

                                I hope you know what the problem is now.
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