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[Community Project] WIP Weather & Ocean Water Shader

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    Amazing!!!!!!

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      Updated my branch. New settings!

      Click image for larger version

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      It includes a mesh density override, as per TK-Master's suggestion.
      Dampening parameters due for a future update!


      In addition, I added a water heightmap component that can be used to reduce the wave height computations.
      Using it might improve performance for high triangle count meshes.


      Click image for larger version

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      Click for an animation

      It will only generate the triangles that are actually needed for the height queries.
      Last edited by Nubtron; 11-19-2015, 12:29 PM.

      Comment


        Thank you for your great job. I am using it. I have a question. Please look at the picture,the area has too much noise where marked with red line.
        Click image for larger version

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        I have knew the question is about to SSR(Screen Space Reflection) . But I can not get rid of the noise even if I change NumSteps & NumRays with 32*32(reference : http://oliverm-h.blogspot.jp/2014/08...oving-ssr.html). I have set the SSR quality to the highest and noise as before.So how can I do?
        Last edited by mikeche; 11-22-2015, 08:58 PM.

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          Hey guys, I made an underwater exponential-squared distance fog post process material:

          Here's a comparison, first without, then with the fog effect.






          Custom node is really simple:

          Code:
          // Get the distance from scene depth
          float dist = length(pixelDist);
          float fogFactor = 0;
          
          // Compute our fog lerp factor
          fogFactor = exp( -pow(dist * fogDensity, 2));
          fogFactor = saturate(1 - fogFactor);
          
          // Lerp between fog and scene color.
          return lerp(sceneColor, fogColor, fogFactor );
          I just added it to the blendable list for the Underwater_PP PostProcessVolume

          I tried masking out the fog effect as it nears the surface of the ocean using the custom scene depth but couldn't get it to work out - if anyone can figure out how to make it so the fog ends at the water surface, that'd be awesome and improve the effect a ton.

          -------------------

          @mikeche,

          That's fairly normal for SSR (screen-space reflections) actually, yeah. Though you can increase the SSR quality settings to mitigate it, but it comes at a performance cost of course (check the PostProcessVolume in the level).
          Last edited by n00854180t; 11-22-2015, 02:31 PM.
          Storyteller - An immersive VR audiobook player

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

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            Will this work with the truesky build do you think?
            WIP Thread _ Modular Packs
            ___________________________________
            http://www.permafrostdevelopment.com/

            http://www.indiedb.com/games/the-absence
            https://twitter.com/PermafrostDevs

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              How would I go about integrating this with my truesky build?
              WIP Thread _ Modular Packs
              ___________________________________
              http://www.permafrostdevelopment.com/

              http://www.indiedb.com/games/the-absence
              https://twitter.com/PermafrostDevs

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                Heh funny timing n00854180t I have also implemented the exact same thing + masking under the surface
                Click image for larger version

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                Unfortunately the masking is still far from perfect.. the main problem is that the masking should also account for the water surface normal, meaning it should include the water surface's bottom side but not include the top side.
                I still haven't figured out how to properly do that but I'm working on it

                I'm also looking for a way to detect the water line so we can give it a bit of thickness, then it will be nearly perfect.

                4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
                WIP Interactive Water Shader, WIP 2D Water Sim
                WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD

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                  Originally posted by TK-Master View Post
                  Heh funny timing n00854180t I have also implemented the exact same thing + masking under the surface
                  [ATTACH=CONFIG]67295[/ATTACH]

                  Unfortunately the masking is still far from perfect.. the main problem is that the masking should also account for the water surface normal, meaning it should include the water surface's bottom side but not include the top side.
                  I still haven't figured out how to properly do that but I'm working on it

                  I'm also looking for a way to detect the water line so we can give it a bit of thickness, then it will be nearly perfect.
                  That looks awesome

                  One thing I was planning to do is copy over UE4's ExponentialHeightFog with the in-scattering to use for underwater fog, as the hacky fog I made is almost the same code anyway. I haven't had a chance to hook that up yet though, since it will need a material parameter collection to pass through the sunlight direction.
                  Storyteller - An immersive VR audiobook player

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

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                    does this still use a ton lot of blueprints to look good?
                    And does it sill lag as hell?

                    Comment


                      Hey! I don't get this to work! I open up the OceanProject and then I migrate the BP_Ocean to my own project. When I then try to drag n drop the BP_Ocean into my world nothing happens and when I doubleclick the BP_Ocean i get this: "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!".

                      I thought this was supposed to work so I don't know what parent class to look for or what I should do to make it work. Thankful for help! (Downloaded the latest version and I´m using 4.9)

                      EDIT: Got it to work by copypasteing the plugin folder as well!
                      Last edited by Slemnils; 11-25-2015, 10:03 AM.

                      Comment


                        Notone answer yet, I'll post the question again

                        How would I go about integrating this with 4.8 truesky build?

                        If you don't know for sure, can you at least tell me the changes made on what .cpp/.h files? So I can merge them correctly
                        WIP Thread _ Modular Packs
                        ___________________________________
                        http://www.permafrostdevelopment.com/

                        http://www.indiedb.com/games/the-absence
                        https://twitter.com/PermafrostDevs

                        Comment


                          this is looking better every time I drop by. very nice work, can't wait to see beaufort scale!

                          Comment


                            Hello again!

                            I decided to come back to my ocean project after some months of putzing around doing other things. But I'm still stuck on the same issue I was having before - getting the blueprint gerstner waves to match the material waves. As far as I can tell my BP math is the same as my material math, but in practice the waves are much longer and move much slower. I'm curious is there's some sort of conversion I'm supposed to do, or what. I checked out the /old/ folder in the 4.7 version of the project, but didn't see anything to my knowledge that would correct for it (not sure what I'm looking for, even).

                            I have screenshots of my blueprints/materials and 2 waves in my wavesets (both bp and material). The image is kinda large so I'll just link it. Also included: a crappy 20 color gif that shows what it looks like between my waves/test points with all the same numbers plugged into the bp/materials...
                            http://imgur.com/a/ufm1T

                            Thanks for any help you may give me.
                            Attached Files

                            Comment


                              this threat is getting more exiting
                              TK-Master i pm u for my suggestion

                              Comment


                                Originally posted by Revaravus View Post
                                Hello again!

                                I decided to come back to my ocean project after some months of putzing around doing other things. But I'm still stuck on the same issue I was having before - getting the blueprint gerstner waves to match the material waves. As far as I can tell my BP math is the same as my material math, but in practice the waves are much longer and move much slower. I'm curious is there's some sort of conversion I'm supposed to do, or what. I checked out the /old/ folder in the 4.7 version of the project, but didn't see anything to my knowledge that would correct for it (not sure what I'm looking for, even).

                                I have screenshots of my blueprints/materials and 2 waves in my wavesets (both bp and material). The image is kinda large so I'll just link it. Also included: a crappy 20 color gif that shows what it looks like between my waves/test points with all the same numbers plugged into the bp/materials...
                                http://imgur.com/a/ufm1T

                                Thanks for any help you may give me.
                                Default period for sin and cos nodes is 1 in the material editor, but it's 2pi in blueprints.

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