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  • replied
    Originally posted by skywaves View Post

    I don't think I can really avoid not creating the initial motion in maya first. The boat traveling in a straight line example can be done without maya, I'm mostly using the straight line idea as simple base to start from and if that works then I scale up from there. As the end effect that I'm trying to achieve is going to be a lot more complex than a boat moving in a straight line.

    I've been playing around with combing physical animation node with a buoyancy node, it almost works but need to fiddle around a lot with the physical animation settings till it starts doing the
    effect that I was after. My main problem now is that the boat just doesn't stop at all when I need to stop, even if I set all the physics animation node settings down to 0.0.

    I still vow for the Sequencer idea, you can do complex stuff with it, not to mention there is less things to worry regarding assets moving between Maya and Unreal. Im quite busy working on the new ocean version or I would demonstrate this in a video and post here. When I am about to finish here I will contact you and if you didn't find a solution I will make the video.

    Leave a comment:


  • replied
    Originally posted by NilsonLima View Post

    I would not animate in Maya, but instead would set sequencer to move the boat along the ocean. If you do change only the x and y coordinates and let the z untouched, the buoyancy will adjust the height alone while sequencer will move it along. You can also set a loop in sequencer so you can like do a patrol in an area.
    I don't think I can really avoid not creating the initial motion in maya first. The boat traveling in a straight line example can be done without maya, I'm mostly using the straight line idea as simple base to start from and if that works then I scale up from there. As the end effect that I'm trying to achieve is going to be a lot more complex than a boat moving in a straight line.

    I've been playing around with combing physical animation node with a buoyancy node, it almost works but need to fiddle around a lot with the physical animation settings till it starts doing the
    effect that I was after. My main problem now is that the boat just doesn't stop at all when I need to stop, even if I set all the physics animation node settings down to 0.0.


    Leave a comment:


  • replied
    Originally posted by skywaves View Post
    Been playing around with some more ideas with the ocean and buoyancy component. Anyone know the best way to get the waves of the ocean to effect a skeletal animated object that was exported from maya?

    I have animated a boat in maya traveling in a straight line then exported that out to UE, added buoyancy components to the boats BP and I've also added a physical animation component to the boats BP. I'm basically trying to get the boat to maintain the animation of it traveling in a straight line, but with the added effect of it being effected with the waves of the ocean, kinda like an additive motion on top of the boat animation. With the additive motion mostly coming from the buoyancy component reacting with the ocean waves.

    Wondering if what I'm doing is the best way to go about it? So far my approach of using a physical animation component seems to almost work, except towards the end of the animation the boat
    will lift off the ocean surface. kinda like a plane taking off a runway, either that or the boat will stay on the surface of the ocean but it'll keep going forever. Even when the source animation of the boat as stopped moving.
    I would not animate in Maya, but instead would set sequencer to move the boat along the ocean. If you do change only the x and y coordinates and let the z untouched, the buoyancy will adjust the height alone while sequencer will move it along. You can also set a loop in sequencer so you can like do a patrol in an area.

    Leave a comment:


  • replied
    Been playing around with some more ideas with the ocean and buoyancy component. Anyone know the best way to get the waves of the ocean to effect a skeletal animated object that was exported from maya?

    I have animated a boat in maya traveling in a straight line then exported that out to UE, added buoyancy components to the boats BP and I've also added a physical animation component to the boats BP. I'm basically trying to get the boat to maintain the animation of it traveling in a straight line, but with the added effect of it being effected with the waves of the ocean, kinda like an additive motion on top of the boat animation. With the additive motion mostly coming from the buoyancy component reacting with the ocean waves.

    Wondering if what I'm doing is the best way to go about it? So far my approach of using a physical animation component seems to almost work, except towards the end of the animation the boat
    will lift off the ocean surface. kinda like a plane taking off a runway, either that or the boat will stay on the surface of the ocean but it'll keep going forever. Even when the source animation of the boat as stopped moving.

    Leave a comment:


  • replied
    Originally posted by NilsonLima View Post

    The buoyancy system is tied to the ocean solution, because we need the values for the ocean plane height in order to do the math which is simple: How much is the test point below or above the water? With that you can go and apply the correct force on that test point.

    If not in the ocean, you can create your own buoyancy looking at this: https://t.co/xFxkjYc3MM and look for Simple Buoyancy Physics and Simple Boat Physics template projects.
    Great, thanks. I'll check these out and see how it goes.

    Leave a comment:


  • replied
    Originally posted by skywaves View Post
    Hello,

    Another buoyancy question, is it possible to get the buoyancy system to work on another type of object instead of the inbuilt ocean? For instance if I wanted to use a custom deforming mesh for an ocean instead of the inbuilt ocean. Or is the buoyancy heavily tired to the ocean? Would it mostly involve just getting the custom deforming mesh to feed the buoyancy system the height of the deformations, or is it way more involved than that?

    Thanks.
    The buoyancy system is tied to the ocean solution, because we need the values for the ocean plane height in order to do the math which is simple: How much is the test point below or above the water? With that you can go and apply the correct force on that test point.

    If not in the ocean, you can create your own buoyancy looking at this: https://t.co/xFxkjYc3MM and look for Simple Buoyancy Physics and Simple Boat Physics template projects.

    Leave a comment:


  • replied
    Hello,

    Another buoyancy question, is it possible to get the buoyancy system to work on another type of object instead of the inbuilt ocean? For instance if I wanted to use a custom deforming mesh for an ocean instead of the inbuilt ocean. Or is the buoyancy heavily tired to the ocean? Would it mostly involve just getting the custom deforming mesh to feed the buoyancy system the height of the deformations, or is it way more involved than that?

    Thanks.

    Leave a comment:


  • replied
    Originally posted by Dreamcastgamer View Post
    Been playing around with this release for awhile and i just want to say great work! I was wondering though is it possible to make the waves smaller? I myself have not figured that out yet
    To make waves smaller you need to play with wavelength and amplitude settings all the way down the parameters in the BP_Ocean blueprint. Reducing the values basically can give you a calm water like a pond!

    Leave a comment:


  • replied
    Great great great job !

    Leave a comment:


  • replied
    Been playing around with this release for awhile and i just want to say great work! I was wondering though is it possible to make the waves smaller? I myself have not figured that out yet

    Leave a comment:


  • replied
    Ah that's great news ! Can't wait to try it out again

    Leave a comment:


  • replied
    Originally posted by Cultor View Post
    Is it possible for anyone to convert this project to 4.20 Preview and share this branch ?
    I tried to do it myself but I got a few errors related to Visual Studio and I've no clue how to solve this myself.
    Don't bother if it's too much work. I imagine 4.20 is pretty close to being released anyway
    We are working several changes into the package and we are closely testing it with 4.20. The release will be almost same time and the package will be even better, stay tunned!

    Leave a comment:


  • replied
    Is it possible for anyone to convert this project to 4.20 Preview and share this branch ?
    I tried to do it myself but I got a few errors related to Visual Studio and I've no clue how to solve this myself.
    Don't bother if it's too much work. I imagine 4.20 is pretty close to being released anyway
    Last edited by Cultor; 07-05-2018, 02:04 AM.

    Leave a comment:


  • replied
    Originally posted by NilsonLima View Post

    Few post earlier I have posted another video on how to migrate the assets to another project and no need to tap with the C++ base classes, all can be correctly done with the blueprints deriving from them. Don't forget to join the Discord server with the link I provided earlier aswel (if you didnt already), other tutorials like this will be added and soon DotCam will release updates that will make this asset even better!
    Great, look forward to the updates. l'll also take a look at your other video as well and join the discord.

    Thanks.

    Leave a comment:


  • replied
    Originally posted by skywaves View Post
    Awesome, thanks for that video. It really helped with getting things to work, when i was first attempting to add buoyancy to my objects, I was following the buoyancy tutorial from Handkor.

    After doing it your way without adding the ocean manager class to the level it worked we no hard crash in unreal engine.

    Many thanks again. The crashing was driving me nuts
    Few post earlier I have posted another video on how to migrate the assets to another project and no need to tap with the C++ base classes, all can be correctly done with the blueprints deriving from them. Don't forget to join the Discord server with the link I provided earlier aswel (if you didnt already), other tutorials like this will be added and soon DotCam will release updates that will make this asset even better!

    Leave a comment:

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