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[Community Project] WIP Weather & Ocean Water Shader

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  • replied
    Originally posted by Orion View Post
    I did do that before I posted here but it didn't seem to have any effect :/ Any other ideas?
    There is a Heightmap/mask right under the landscape on the BP_Ocean. If you load the Default map and change that Heightmap your are going to see what you are talking about, i guess it controls the density/movement of the waves based on black, normal wave movement to white, no movement at all.

    i didnt read this part:

    Originally posted by Orion
    How would I fix this? and is it possible to do it without a height map? I just built the landscape in UE4 and don't have a height map to import.
    try to export it as a png file from the landscape menu, here is the answerhub question related to it.

    https://answers.unrealengine.com/que...heightmap.html

    Hope it helps
    Last edited by gOreteQ; 06-27-2016, 08:47 AM.

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  • replied
    Originally posted by Rathren View Post
    When you select the ocean_bp in the details panel you can select to use your landscape. Did you do that?
    I did do that before I posted here but it didn't seem to have any effect :/ Any other ideas?

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  • replied
    Originally posted by Orion View Post
    Hi there,

    First off thanks for making this, it looks incredible. Unfortunately I'm having trouble getting it to look exactly like some of the example maps, in my own map.

    The main issue is the area around the beach, I noticed in the example maps that you have it working where the waves die down and you get foam along the shoreline.

    Right now in my project the water just continues to wave right through the landscape.



    How would I fix this? and is it possible to do it without a height map? I just built the landscape in UE4 and don't have a height map to import.

    Thanks!
    When you select the ocean_bp in the details panal you can select to use your landscape. Did you do that?

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  • replied
    This is awezome. Tried it with TrueSky and its great for me that enjoys storms and lightning. Now I can simulate my own storms, when its not a real storm outside

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  • replied
    Hi there,

    First off thanks for making this, it looks incredible. Unfortunately I'm having trouble getting it to look exactly like some of the example maps, in my own map.

    The main issue is the area around the beach, I noticed in the example maps that you have it working where the waves die down and you get foam along the shoreline.

    Right now in my project the water just continues to wave right through the landscape.



    How would I fix this? and is it possible to do it without a height map? I just built the landscape in UE4 and don't have a height map to import.

    Thanks!
    Attached Files

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  • replied
    Originally posted by TK-Master View Post
    You can use a lower res texture but you will have to do some changes so that you can pass the original landscape size manually via parameter.. currently if you plug a low res texture then it will assume your landscape is smaller and therefore will not match the actual landscape in the game.
    Open BP_Ocean and check out the Set Global Parameters function, the heightmap size x,y is taken directly from the texture via GetSizeX, GetSizeY.. you can switch that to a variable which then you can manually set.
    You will also have to do a similar change in the OceanManager.cpp thought so that buoyancy is synced
    So that seems to have worked, in that I am seeing the wave size is being controlled now by a 1024 texture while manually setting the landscape size of 4081x4081 in the function within BP_Ocean. However this now causes my game to crash when trying to simulate in the editor The crash seems to have something to do with linear color? I've tried to look into this crash but can't figure out what could possibly be causing this, any ideas?

    EDIT
    - Looks like I spoke too soon! For some reason upon importing the texture, the compression settings were not applied to the new lower resolution texture which was causing the crash. Just went in and manually changed the texture compression settings to match the settings that was automatically applied to the previous high resolution heightmap.
    Last edited by tsnodgrass; 06-24-2016, 01:43 PM.

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  • replied
    Fantastic work guys, thanks for that!

    As far as I can tell from my first experiments the ocean plane simulates the earth's curvature, is that right? And if so, could someone guide me to the proper blueprint so I could take a look how it's implemented? Thanks

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  • replied
    Originally posted by tsnodgrass View Post
    Is there anything that can be done to solve this? Does the terrain heightmap texture need to be very specific depending on the terrain size? It doesn't seem like it would really need to be all that high resolution to get the results I require as my shoreline is pretty smooth and isn't highly detailed. Any help would be greatly appreciated as this heightmap texture is really hogging a lot of the texture memory budget for our game lol
    You can use a lower res texture but you will have to do some changes so that you can pass the original landscape size manually via parameter.. currently if you plug a low res texture then it will assume your landscape is smaller and therefore will not match the actual landscape in the game.
    Open BP_Ocean and check out the Set Global Parameters function, the heightmap size x,y is taken directly from the texture via GetSizeX, GetSizeY.. you can switch that to a variable which then you can manually set.
    You will also have to do a similar change in the OceanManager.cpp thought so that buoyancy is synced

    Leave a comment:


  • replied
    So far I've got everything working great in our game using this plugin, but only recently during an optimization pass on our textures/meshes did I come to realize that the terrain heightmap being used to control the height of the waves near shore is way too big.

    The steps I've taken to incorporate our heightmap is to select the landscape, export the heightmap and import it into the content browser, then apply it to the appropriate slot in the ocean actor settings. However, the size of the exported/imported heightmap is 4081x4081, and takes up around 65mb of texture memory, so it's by far the most expensive texture asset in our game and takes up a large portion of our texture budget. It's set to not have any MIP maps by default when used with the ocean plugin, so I can't make use of the LOD bias to reduce the texture memory load. So based on that, I just tried to manually drop the texture size in photoshop down to 2048x2048 and reimported that into the editor, but upon saving and then reopening the editor the waves no longer get reduced based on the heightmap, so basically the terrain heightmap feature isn't working anymore with the lower resolution texture.

    Tried just about everything I can think of to get this texture memory size reduced to something more appropriate but so far I haven't had any luck.

    Is there anything that can be done to solve this? Does the terrain heightmap texture need to be very specific depending on the terrain size? It doesn't seem like it would really need to be all that high resolution to get the results I require as my shoreline is pretty smooth and isn't highly detailed. Any help would be greatly appreciated as this heightmap texture is really hogging a lot of the texture memory budget for our game lol

    Thanks! Keep up the great work, this project keeps looking better and better every time I come back to see the progress

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  • replied
    Originally posted by DotCam View Post
    [MENTION=15485]dazuk1978[/MENTION]

    I too haven't been feeling well either and was unable to work in UE4 for a couple of days, so apologies for the delay...

    I'll reply to this in more depth later on, but I think I know what is causing the Skylight issue. I switched the time interval from minutes to hours, meaning if you enter 10 into the SkylightCaptureInterval variable, it's only going to update once every 10 hours. With both UseSkylight & UpdateSkylight set to true, try entering in 0.08 (5 minutes) and see if that fixes it.

    If not, please open up the UpdateAtmosphere function in BP_Sky and make sure it looks like this (I may have changed it post release, but this does work):
    [ATTACH=CONFIG]98716[/ATTACH]


    The next update will be using custom logic to blend between multiple pre-captured skylight cubemaps, eliminating this issue (and it's performance hit). I upped the time speed to 500 to test it, there is noticeable hitching when it gets re-captured, so much that Physics simulation doesn't run properly. If you look at the ships sails you will see they 'reset' every time a capture occurs.

    The blending is for more than just the skylight, it will include everything from light intensity, to post processes, cloud color and much more. It's based off the system in the Kite Demo from Epic, and seems to be working well already. Just need to integrate the skylight part, which I plan on doing today.

    I'll get back to you on the rest shortly, thanks!
    That sounds good, look forward to your full reply.
    I have a question though. Does the update interval scale with the time scale multiplier? I set that to 2000 for testing, and the 0.08 you've suggested doesn't work. Could that be because the two aren't linked, like time scale multiplier is using real world time or something?

    Cheers

    EDIT: @Dotcam My Update Atmosphere had an extra bit on the top left but ultimately the Use Skylight was not connected to the 'AND'. Once I did that, I could indeed get the update working as intended. As you say thugh there is a noticeable hit on performance so it will be GREAT to get your update with the blends and no performance hit
    Awesome as always
    Daz
    Last edited by dazuk1978; 06-22-2016, 09:07 AM.

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