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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    what files do you download to get this weather system?
    and how to do you install it?

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  • replied
    Originally posted by Wrekk View Post
    They probably have "Force No-Precomputed Lighting" turned on in the World Settings.
    Ah Thanks Man ! Exactly ... and It's weird that it forced off by the way.

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  • replied
    Originally posted by alllesss View Post
    Hey guys, first of all thank you for the great effort on this.

    I'm having an issue with it. When I put any Static Light in any maps inside Ocean package , and hit Build Lighting ... Nothing happens! I just get few map check errors and it just doesn't start the SwarmAgent to Build the lights ..
    Does anyone else have this issue with baking static lights ?!
    They probably have "Force No-Precomputed Lighting" turned on in the World Settings.

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  • replied
    Hey guys, first of all thank you for the great effort on this.

    I'm having an issue with it. When I put any Static Light in any maps inside Ocean package , and hit Build Lighting ... Nothing happens! I just get few map check errors and it just doesn't start the SwarmAgent to Build the lights ..
    Does anyone else have this issue with baking static lights ?!

    Leave a comment:


  • replied
    Yeah i have fix that,but is there a way to make the TPS character float like the other objects on the surface of water?

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  • replied
    Originally posted by uehero View Post
    Sorry but when i migrate it to my project but the underwater wavy effect is not working,any solutions
    Did you check your post process volume for your level? maybe the post process Blendables got changes/corrupted/removed, due to recent formatting changes.



    Rama

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  • replied
    Sorry but when i migrate it to my project but the underwater wavy effect is not working,any solutions

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  • replied
    The oceanBP doesn;t work when i migrate my assets to an other project!

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  • replied
    Originally posted by DotCam View Post
    Please take a look at this answer from TK a little while back, the texture needs to be a certain size to work properly:
    https://forums.unrealengine.com/show...l=1#post553893
    I saw that post, but heightmap I use for ocean is exactly the same heightmap I use for landscape so it should be ok. Right?

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  • replied
    Thanks for the quick response! Sorry to hear you're not doing well. I'll give all these things a whirl.

    I do know that the sun and moon are often both above the horizon... I guess it just looked odd being so prominent, maybe too close. I didn't really dig into it that much because I was having these other issues but I'll take a look at it again when have a chance.

    Thanks again.

    Edit:
    Originally posted by DotCam View Post
    The issues with underwater effects will be caused by not having a Post Process actor in the scene with the Blendables PP material in the Misc section (and make sure the PP volume is "UnBound"), check the implementation of the PP_Global actor in the demo level. Also make sure you migrate everything in the Sky & Ocean folder, along with the ShipsAndExamples\CustomThirdPerson\Blueprints folder at a minimum if you want both the ocean and skydome.
    Hey DotCam, I haven't had a chance to look at the other stuff yet, but I had migrated all of those folders over and copied the PP_Global actor over from the demo project already and verified they all had the same settings between our two projects, several times before I reached out, and everything looked okay, but I just checked again under the Blendables section in PP_Global to make sure and there is 1 element pointing to /Game/Ocean/Materials/M_Underwater_PP_Inst and it's set to 1, priority of 0.0, Blend radius of 100 (greyed out), Blend weight of 1.0, enabled and Unbound. It's all of the same settings in the dcSkyTest map of OceanProject. I have both M_Underwater_PP_Inst and M_Underwater_PP in my project and I don't see anything unusual jumping out at me in those. I believe it can be reproduced.

    Any other ideas?
    Last edited by speedpacer; 07-13-2016, 07:05 AM.

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  • replied
    Originally posted by speedpacer View Post
    I'm having trouble getting the same underwater effects that's in dcSkyTestMap and UnderwaterFish in 4.12.5. I created a new project, copied the Plugins folder into project folder and Ocean, ShipsAndExamples, and Sky folders into the Content folder, created a new empty level, dragged the BP_Ocean, BP_Underwater, and BP_Sky blueprints into the scene then deleted them. Then I copied BP_Ocean, BP_Sky, BP_Underwater, PP_Global and WaterSwimVolume from dcSkyTestMap and into my level but they didn't all copy until I migrated the map into my project. Then they copied but there are no underwater effects.

    I also tried as directed in the instructions using the OceanExampleMap_01 but I think they're a little outdated. I couldn't find everything in the example map that I was supposed to copy, and it looks like the lights and heightfog are no longer needed in the new sky bp. I've tried other combinations as well to no avail. The only way I could get it to work was to rename the files and contents in source of OceanProject to my project name, generate VS files and compile it that way. This gave me all of the effects I was looking for but every time I tried to add a new class, the editor crashed.

    Also, when I plug in latitude and longitude for Kennedy Space Center (28.58N, 80.65W), the sun and moon both show up at 10. And if I check the Allow Daylight Savings box and hit play, the sun immediately goes down.

    And finally, I tried switching to a first person pawn and when I hit play, the sky gets darker. Changing the sun's brightness had no effect. But what's really weird is if I walk (max speed of 600), it stays that way, but if I run (shift+w and max speed at 1000), it brightens up until I stop and then gets dark again.

    Not sure what I'm missing or doing wrong... any ideas?
    The issues with underwater effects will be caused by not having a Post Process actor in the scene with the Blendables PP material in the Misc section (and make sure the PP volume is "UnBound"), check the implementation of the PP_Global actor in the demo level. Also make sure you migrate everything in the Sky & Ocean folder, along with the ShipsAndExamples\CustomThirdPerson\Blueprints folder at a minimum if you want both the ocean and skydome.

    The brightening issue will also be caused by the PostProcess volume, expand the Settings, then the Auto Exposure section, and set both the Min & Max Brightness values to 1. This disables the brightening effect when looking at bright then darker areas and vice versa.

    For the moon, believe it or not, the moon is quite often visible in the daytime (how else could you get a solar eclipse mid day?). We don't notice it as much because it blends into the atmosphere, it doesn't stand out like it does at night, but it is there. You can check the values against this website, MoonCalc.org, or any others such as the US Navy's site. Just enter in your long/lat date/time, then compare the Azimuth (yaw) and AltitudeAngle (pitch) values. Please note that the end Rotator pitch/yaw/roll will not be the same as Azimuth & AltitudeAngle, they need to be rotated into UE4 coordinates causing a discrepancy. Be sure to adjust the time/date in the Default section, the moon and sun positions vary from one day to the next, most days the moon stays below the horizon during the day, but not all.

    One last thing to keep in mind, the Offset UTC variable needs to be accurate for your longitude location. As an example I live in Vancouver Canada, which is roughly -130 longitude, and a UTC hour offset of -8. The east coast is -5 hours UTC, make sure you have that set properly. I am not sure what might be causing the issue with Daylight Savings time but I will look into it further.

    I will update the documentation asap with the migrating instructions, and get back to you on the other info asap.

    --------------------------
    [MENTION=63257]Mordraug[/MENTION]:
    Please take a look at this answer from TK a little while back, the texture needs to be a certain size to work properly:
    https://forums.unrealengine.com/show...l=1#post553893

    --------------------------
    [MENTION=15485]dazuk1978[/MENTION] / [MENTION=320632]jSlavens[/MENTION] / [MENTION=234985]ppouloup[/MENTION]

    I am sorry for not replying to your PM's yet, I have not been doing very well for the last couple weeks, I will try and get back to you asap

    --------------------------
    [MENTION=1127]TK-Master[/MENTION]

    Same as above, haven't been around much lately, but I'll try again tomorrow Your fluid surface actor looks great! It's probably a lot of fun to play with too hey? Nice work man!
    Last edited by DotCam; 07-12-2016, 07:24 PM.

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  • replied
    I'm having trouble getting the same underwater effects that's in dcSkyTestMap and UnderwaterFish in 4.12.5. I created a new project, copied the Plugins folder into project folder and Ocean, ShipsAndExamples, and Sky folders into the Content folder, created a new empty level, dragged the BP_Ocean, BP_Underwater, and BP_Sky blueprints into the scene then deleted them. Then I copied BP_Ocean, BP_Sky, BP_Underwater, PP_Global and WaterSwimVolume from dcSkyTestMap and into my level but they didn't all copy until I migrated the map into my project. Then they copied but there are no underwater effects.

    I also tried as directed in the instructions using the OceanExampleMap_01 but I think they're a little outdated. I couldn't find everything in the example map that I was supposed to copy, and it looks like the lights and heightfog are no longer needed in the new sky bp. I've tried other combinations as well to no avail. The only way I could get it to work was to rename the files and contents in source of OceanProject to my project name, generate VS files and compile it that way. This gave me all of the effects I was looking for but every time I tried to add a new class, the editor crashed.

    Also, when I plug in latitude and longitude for Kennedy Space Center (28.58N, 80.65W), the sun and moon both show up at 10. And if I check the Allow Daylight Savings box and hit play, the sun immediately goes down.

    And finally, I tried switching to a first person pawn and when I hit play, the sky gets darker. Changing the sun's brightness had no effect. But what's really weird is if I walk (max speed of 600), it stays that way, but if I run (shift+w and max speed at 1000), it brightens up until I stop and then gets dark again.

    Not sure what I'm missing or doing wrong... any ideas?

    Leave a comment:


  • replied
    Hello I try to make landscape modulation work I selected landscape and heightmap I exported from landscape in ocean details, but it makes no difference as you can see:

    Click image for larger version

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    Here is the heightmap, shore is actually quite flat, but i think it should still work.

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  • replied
    What are the chances of getting this to work in an HTML5 project? I tried to cook it but it choked on the plugin.
    Last edited by mach7monkey; 07-11-2016, 09:40 AM.

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  • replied
    Originally posted by TK-Master View Post
    I'm already making good progress



    It currently runs on the CPU, the performance is not that great with grids > 256x256 as you can expect but it's totally acceptable at lower resolution grids (it's also possible to multi-thread it, so it should be even better).
    The video showcases 2 different propagation algorithms that I found. The waves can reflect from walls or custom obstacles btw!
    Is that the fluid surface actor you seemed so bleak about yesterday :O?

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