Originally posted by xnihil0zer0
View Post
Announcement
Collapse
No announcement yet.
[Community Project] WIP Weather & Ocean Water Shader
Collapse
This topic is closed.
X
X
-
Originally posted by n00854180t View PostThat 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.
Comment
-
@Macw0lf - TK-Master's masking of the surface was already a lot better than mine, so I'm just waiting for his version for now.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
Comment
-
Wow, already Xmas? Wonderful attempts creating underwater fog. This is by far one of the best UE4 forum threads.
I can't help with BP coding but hopefully i can use it in a small showcase project next year that may need both underwater fog and landscape height modulation.
Let's kick Cryengine out of the water.. indeed, this is what we need to top:
I believe that it's possible. You're close.Last edited by Kajiisan; 12-23-2015, 01:06 AM.Tobias Löffler
Senior 3D Artist
Comment
-
Hi,
Thank you for this wonderful project. The waves are great.
I have been fiddling around with this for a couple of days now to no avail. After following the wiki and attempting to load the project on its own I cannot seem to get the waves to appear. They appear to be functioning as the objects are bobbing up and down, but the ocean shows up as the infinite noise plane.
Any suggestions?
Thanks
I am using Version: 4.10.1Attached FilesLast edited by hiddenhidden; 01-06-2016, 07:39 PM.
Comment
-
Hi, try this https://github.com/quantumv/OceanProject/tree/4.10
This should work with 4.10, the old GIT hasnt been updated for 4.10 yet, even if it should work with 4.10 aswell.
But see if this helps!
Comment
-
Originally posted by BaekIronFist View PostOriginally posted by Magneto View PostIgnoring the physics for a sec. Is UE4 even capable of nice looking water like that?
Engine seems great for most stuff but i've yet to see nice looking clear water. Has a plastic look to it compared to even much older games. Nice work on this community project so far though!
Comment
-
Hello,
Well i don't have much to offer to the project sorry to say, as i haven't be using unreal for long a month at most, but i did add in a Auto Lighting option for the moon.
All this does is adjust the MoonEmmissiveStrength and DayFadeStrength which is transparency depending on the time of day it uses the default set if Auto Adjust is clicked.
Last edited by OverRated_AU; 01-08-2016, 11:37 AM.
Comment
-
I finish my uni Java course soon and I'm going to take on learning the Unreal 4 API in C++ since they are similar languages it shouldnt take me toooo long and I'd like to start contributing to this project since development has went private or dead. Physics interests me more as well as modifying the engine to enable modding in your game so I'll probably start there but this project is essential to one of my pet projects so I'll definitly be putting some c++ time in when I can in the near-ish future.Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations
Comment
Comment