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[Community Project] WIP Weather & Ocean Water Shader

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    This is a really great offering to the community! I'm impressed with the quality. Here's a few screenshots after playing around for a day:





    Originally posted by CharlestonS View Post
    I just downloaded this and started messing with it a bit.

    I'm currently working on adding adaptive tessellation LOD, depth bias wave and undulation height masking (smaller to no waves/undulation at the shoreline) as well as a few other rendering optimizations to the water materials.

    I will let you know how it turns out and share with the project manager.
    I (and I'm sure everyone else) would gladly welcome those features! Thanks for the efforts

    Originally posted by Kajisan View Post
    Is there any approach on dealing with the transition between the ocean surface and the
    underlying water surface using a post process that will blend into the typical dark blue environment?

    I know it might work with a box, but would be cool to inherit the oceans displacement.
    KhenaB made such a cool translation but i think he used a simple plane inside the ships cabin.
    (source: https://forums.unrealengine.com/show...progress/page5)
    I second this. Smoother transitions to underwater post processing will really tighten this up.

    I have a question/suggestion: Any plans to improve the moon? Perhaps I am just not using proper settings, but after tinkering for an hour or so, I couldn't find anything that looked good. For a one off screenshot, you can make it look good, but overall it's either bright during the day/night, or dark. I should post some screenshots I suppose, but I'm sure anyone else mucking about has an idea of what I mean.

    Also, the skylight... If you update the capture during dusk for example, then we move through to dawn, reflections and ambient lighting colors utilize that old capture. I know we can have it update captures at a certain frequency, though of course this is a beast on performance. Perhaps an alternative would be to update the light color, and intensity/indirect intensity throughout the day/night? I'm hoping this would be an effective approach.

    Again, thanks for the great plugin and resources. I'm thinking this thing needs a bad@ss name and logo...

    Comment


      Hi!

      I made a mesh-based buoyancy component.

      Click image for larger version

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      Here is an animation! http://gfycat.com/ColdCoarseBrahmancow

      The OceanProject version with my changes is here: https://github.com/quantumv/OceanProject
      Made a pull request to the original project too.

      It uses the algorithm in this article:
      http://gamasutra.com/view/news/23752...ideo_games.php
      I didn't implement the water heightmap though.

      Tip: Use a simple, low poly mesh for the hull and avoid hollow spaces.

      This project is amazing! Thank you DotCam and TK-Master!

      Comment


        Originally posted by Nubtron View Post
        Hi!

        I made a mesh-based buoyancy component.

        [ATTACH=CONFIG]58663[/ATTACH]

        Here is an animation! http://gfycat.com/ColdCoarseBrahmancow

        The OceanProject version with my changes is here: https://github.com/quantumv/OceanProject
        Made a pull request to the original project too.

        It uses the algorithm in this article:
        http://gamasutra.com/view/news/23752...ideo_games.php
        I didn't implement the water heightmap though.

        Tip: Use a simple, low poly mesh for the hull and avoid hollow spaces.

        This project is amazing! Thank you DotCam and TK-Master!
        Now this is what I wanted to see. A proper buoyancy model. My point-sphere approach was done only to minimize the number of points doing the wave calculation (and was pretty unrealistic) but modern systems can handle so much more.

        Good job.

        Comment


          DotCam, I don't know if you saw this or not but I thought I would copy it down again. To be clear, I haven't had time to look at the 4.9 branch yet so some of this could already be fixed:

          Would it be possible to add a separate value for Skylight intensity during night in the new skydome? The current skydome has issues if you are trying to get realistic values for both night and day. I am using 1.5 intensity during day and the directional light has a value of 6 (as recommended by a dev that worked on the kite demo). Day looks great but at night shadows are pitch black.

          In a nutshell, we need better control over our day and night so that both can look attractive and have equal customization and the player is able to navigate. I feel like I have very little control over the look of my nights. Maybe include the ability to have separate post processes blend together from day to night as well? I find night time is usually very saturated, but I have to add the functionality into the blueprint myself to blend between a night PP and day PP. This would be an awesome feature to have out of the box.
          --
          Joshua
          Multimedia Artist, Druid Gameworks
          www.joshuaezzell.com
          www.druidgameworks.com

          Comment


            Hi! I thank the guys for their excellent work, and ask for help. For simplicity, I have recorded a video. I create simulator riverboats Russia. But my project is constantly falling. Any attempt to create the Pawn class, or the class of the actor, which is different from BP_BuoyantMeshBoat leads to a fall. (This text through an interpreter, I do not speak conversational). Thank you for any help!

            https://youtu.be/QZ5vjlO1pj4
            Attached Files
            Last edited by Korablev; 09-30-2015, 04:20 AM.

            Comment


              VR optimizations?

              Are there any optimizations we should keep in mind when using this package with VR? I'm getting some nasty flickering on the right eye, for example, and I think that may be because, as Epic has mentioned, Screen Space Reflection stuff doesn't really work in VR. Any other things to keep in mind in terms of balancing functionality while getting that framerate up above 90? Out of the box I'm getting abt 45FPS on the demo scene, but that's on soon-to-be-replaced hardware...

              Comment


                Originally posted by ericfisher View Post
                Are there any optimizations we should keep in mind when using this package with VR? I'm getting some nasty flickering on the right eye, for example, and I think that may be because, as Epic has mentioned, Screen Space Reflection stuff doesn't really work in VR. Any other things to keep in mind in terms of balancing functionality while getting that framerate up above 90? Out of the box I'm getting abt 45FPS on the demo scene, but that's on soon-to-be-replaced hardware...
                From my experience, the ocean itself is probably not taking most of the frame time there. Try moving the ocean (and turn off SSR) into a more empty level and test it there. Also make sure you set up the PostProcessVolume to use VR-optimized settings.
                Storyteller - An immersive VR audiobook player

                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                Comment


                  Originally posted by Korablev View Post
                  Hi! I thank the guys for their excellent work, and ask for help. For simplicity, I have recorded a video. I create simulator riverboats Russia. But my project is constantly falling. Any attempt to create the Pawn class, or the class of the actor, which is different from BP_BuoyantMeshBoat leads to a fall. (This text through an interpreter, I do not speak conversational). Thank you for any help!

                  https://youtu.be/QZ5vjlO1pj4
                  Thanks for the video! It was really helpful. That issue shouldn't cause a crash anymore. The component will now apply forces to its parent, if it has a physics body, otherwise to itself. The previous behavior was to apply forces to the root component.
                  The update is on my fork.

                  Oh, I didn't mention last time that the example mesh doesn't have a roof, so wacky stuff will happen if the top gets submerged. I'd use a closed mesh if there is any chance that water can get over an edge.

                  Comment


                    Problems with import

                    Thanks for the awesome work guys, it's fantastic!

                    Now, I'm trying to move everything from the Ocean_Project to another project, but when I try to open, for example, the Ocean Blueprint, it hits me with a "Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed!". Any help with as what to do? Using 4.8.3.

                    Comment


                      Can you make a tutorial of how you made that "globe" world concept?

                      Comment


                        How do I get rid of the display? the numbers are great but get in the way.

                        Comment


                          I'm trying to reference the speed of each fish in an Animation Blueprint, since I've made new FlockFish objects with new models that have multiple animations etc. The problem is that the FlockFish objects don't have a MovementComponent, and the AnimGraph instructional stuff assumes you're working with the player in third person.

                          I tried tacking on a FloatingPawnMovement component to my FlockFish object, but that's still not giving me a speed (extracted from the vector length of the pawn's velocity). I still just get zeros.

                          So I guess what this comes down to is, how does FishManager move the FlockFish actors? Is there a way that I can reference their speed in an Animation Graph?

                          Comment


                            could someone please tell me how i make this project work (4.91)? I cant just open it, it says "UE4Editor-OceanPlugin.dll is missing or built with a different version, would you like to rebuild now?" I press yes, but it says "OceanProject could not be compiled. try rebuilding from source manually"

                            I don't see a full explanation anywhere. someone please help
                            Last edited by somawheels; 10-08-2015, 04:41 PM.

                            Comment


                              Can someone help me with this, I'm not making any progress TBH, can't figure out how to have some sort of collision between the ocean and a cilinder.

                              Basically I want to build an underwater tower but without water in it. But whenever i submerge the hollowed cilinder (static mesh) it fills with water. Any ideas?

                              This is how it looks like : https://i.imgur.com/YhNJczC.jpg

                              Comment


                                Are other people just opening the project folder, and it works out of the box?

                                Comment

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