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    Oh wow I feel silly haha thanks TK, that fixed the problem right up. I'll be sure to try and read up a little more next time

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      Thank you, everyone who has contributed to this brilliant project.

      I apologize for a rather dumb question, but I just can't figure it out..

      in the Bp_underwater blueprint, theres a material instance variable called "Wet lens mat inst", however its default value is set to none. I don't find any "set" nodes where it gets set anywhere. Yet the effect appears when I play and go underwater.

      Same with the "MainPPVolumeRef" variable in the same blueprint.

      Can anyone give me some tips on where the wet effect is being set?
      Last edited by Gmi; 03-08-2016, 07:43 PM.

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        I assume your using v the pp underwater Inst 2 since your getting the lense fx
        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

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          Originally posted by Gmi View Post
          Thank you, everyone who has contributed to this brilliant project.

          I apologize for a rather dumb question, but I just can't figure it out..

          in the Bp_underwater blueprint, theres a material instance variable called "Wet lens mat inst", however its default value is set to none. I don't find any "set" nodes where it gets set anywhere. Yet the effect appears when I play and go underwater.

          Same with the "MainPPVolumeRef" variable in the same blueprint.

          Can anyone give me some tips on where the wet effect is being set?
          Check level BP, BP_Ocean, and any post process blendables. It somewhere in there cant ermember exactly where ATM.

          Edit: Gonna start playing around with CudaFFT and see if I cant get some cstdlib c++ code running with it included.
          Last edited by Nsomnia; 03-09-2016, 03:29 PM.
          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

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            Beautiful. I must have been really tired last night, since after reopening the project today, I immediately found what I was looking for. I'm ashamed to say that it is indeed located inside the bp_underwater.

            Regarding the underwater fog, can it be used without c++? Through blueprints only, that is.

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              Well Nvidias CudaFFT is well commented and I beleive I could port their example ocean sample to unreal but WaveWorks uses KissFFT gonna look into that and see if its not Nvidia specific.


              Really wanna make some storms without the performance hit.

              Has anyone tried making a boat controllable while still controlling a character? When I drop into my boat (not currently masked with the ocean mask) and sit in the pressure hull and then hit "Ahead flank power" the boat rockets forward while my character stands still until the aft end bulkhead hits my character and drags it along. Is this because im in the water and not standing on a mesh (well im on both technially)

              basically if I create decks will my character inherit rotation and locaton of a boat pawn being controlled through the player controller. I havnt run into this issue yet because I never got to interiors.
              Last edited by Nsomnia; 03-10-2016, 02:58 PM.
              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

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                KissFFT is already used in the engine, actually (don't know if you knew or not).

                Originally posted by Nsomnia View Post
                Has anyone tried making a boat controllable while still controlling a character? When I drop into my boat (not currently masked with the ocean mask) and sit in the pressure hull and then hit "Ahead flank power" the boat rockets forward while my character stands still until the aft end bulkhead hits my character and drags it along. Is this because im in the water and not standing on a mesh (well im on both technially)

                basically if I create decks will my character inherit rotation and locaton of a boat pawn being controlled through the player controller. I havnt run into this issue yet because I never got to interiors.
                It works on the tall ship in the example map.
                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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                  So I have retargeted the mixamo swim anims to the UE4 guy and they work fairly well but I'm not 100% sure if it's allowed to share the mixamo animations , I mean you can technically get them for free from their site but I believe only the first 10 animations you download are free, should I just go for it? lol.



                  There are still problems with the character buoyancy of course like jumping out of the water volume which I don't think they can be solved properly without a custom CharacterMovementComponent but I don't want to spend time on this right now.

                  Originally posted by Gmi View Post
                  Regarding the underwater fog, can it be used without c++? Through blueprints only, that is.
                  The fog I suppose yes but the wet lens effect toggle relies on the displacement readback which is via C++.

                  Originally posted by Nsomnia View Post
                  Well Nvidias CudaFFT is well commented and I beleive I could port their example ocean sample to unreal but WaveWorks uses KissFFT gonna look into that and see if its not Nvidia specific.


                  Really wanna make some storms without the performance hit.

                  Has anyone tried making a boat controllable while still controlling a character? When I drop into my boat (not currently masked with the ocean mask) and sit in the pressure hull and then hit "Ahead flank power" the boat rockets forward while my character stands still until the aft end bulkhead hits my character and drags it along. Is this because im in the water and not standing on a mesh (well im on both technially)

                  basically if I create decks will my character inherit rotation and locaton of a boat pawn being controlled through the player controller. I havnt run into this issue yet because I never got to interiors.
                  The performance is actually better for me in the storm map what is causing the performance hit in your case?
                  Try disabling the buoyancy an see if that helps.. you might be cpu bound in which case you could try simulating less waves (like only the large/important ones) for the buoyancy.

                  Implementing FFT is more difficult than you might think, you could make a cpu version relatively easily but you will not be able to have a large size FFT that way (maybe 64x64 or so) nor you will be able to easily pass to the material.. the challenging part (at least for me) is making a proper GPU version which uses compute shader so that you can have larger and performant FFT and then pass the same data on the CPU as well for buoyancy.

                  About the character.. I would try attaching the character to the boat/sub when you are not controlling the character, like you would do for a car.
                  It's not easy to have the character flawlessly inherit the movement when a vehicle is so physics-based and fast moving (the character movement component is simply not programmed with something like that in mind).

                  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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                    I can animate the tpp_hero in blender to .fbx animations if needed maybe over the weekend. Im getting tired of lineing up all the parts for my first submarine interior perfectly so I'm starting some material and particle tutorials but I could do a swim anim and animBP if needed.... my research on ffts are I dont know enough of even std C++ or math to understand them yet,
                    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

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                      Is there a way to go from a calm one-wave-set ocean to the stormy style, and back?

                      Awesome work TK, I tested the new build out last night and it's epic.

                      As far as the animations go, I think it's probably fine if you just give us the .uasset versions and not the source FBXs. Sort of inconvient-ish but I think that would comply with the license, since you'd be packaging those exact cooked animations in a regular game. If anyone needs the source FBXs they are there @ Mixamo of course.

                      Obviously I could be wrong but I suspect that's the case.
                      Last edited by n00854180t; 03-11-2016, 02:38 PM.
                      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 n00854180t View Post
                        Is there a way to go from a calm one-wave-set ocean to the stormy style, and back?

                        Awesome work TK, I tested the new build out last night and it's epic.

                        As far as the animations go, I think it's probably fine if you just give us the .uasset versions and not the source FBXs. Sort of inconvient-ish but I think that would comply with the license, since you'd be packaging those exact cooked animations in a regular game. If anyone needs the source FBXs they are there @ Mixamo of course.

                        Obviously I could be wrong but I suspect that's the case.
                        I beleive thats the goal with the beaufort scale something like float seaScale += seascale; if seascale == 2 {set enum beaufort = 'Mild Chop'} kinda thing.
                        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

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                          Has there been any recent improvements to the skydome? I am still having issues with the skylight capture during night in our open world project. With a value of 1 during the day, everything looks great. Once night hits and the skylight captures, shadows get pitch black. I am not a proficent blueprinter, so I have no idea how to add or fix this.
                          --
                          Joshua
                          Multimedia Artist, Druid Gameworks
                          www.joshuaezzell.com
                          www.druidgameworks.com

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                            Hello! Please tell me, where is the parameter that is responsible for the angular water resistance? I can not find ... Just wanted to weaken it in some cases, for some models. Because sometimes it felt that the boat moves as if on rails. And in fact, the ship must drift a little bit in the corners. Thank you in advance!

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                              Originally posted by Korablev View Post
                              Hello! Please tell me, where is the parameter that is responsible for the angular water resistance? I can not find ... Just wanted to weaken it in some cases, for some models. Because sometimes it felt that the boat moves as if on rails. And in fact, the ship must drift a little bit in the corners. Thank you in advance!
                              ]
                              This is on my list of things I need to blueprint since there is no built in setupm that works well. Wil keep you informed.
                              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

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                                Originally posted by TK-Master View Post
                                So I have retargeted the mixamo swim anims to the UE4 guy and they work fairly well but I'm not 100% sure if it's allowed to share the mixamo animations , I mean you can technically get them for free from their site but I believe only the first 10 animations you download are free, should I just go for it? lol.

                                There are still problems with the character buoyancy of course like jumping out of the water volume which I don't think they can be solved properly without a custom CharacterMovementComponent but I don't want to spend time on this right now.
                                Good job TK, looks great. I hope you release the Anims.

                                And please reconsider, a custom CharacterMovementComponent is the perfect fit for the project. Phoenyx Anim Pack 3, when released on the Marketplace, will include a "freestyle" swim anim. So it is important to fix the buoyancy, so that when in freestyle, the character stays on the surface, and when surface treading, it bobs up and down with the waterline staying at the character's chest level, and when underwater the character is stationary in an underwater idle anim or in the breasts stroking anim. Your animation shows how awesome this looks. And for my project, I move from 3rd to 1st person with a push of the right controller stick. 1st person, bobbing up and down in the ocean, that would really be an immersive experience.

                                I think a state machine and blend spaces could take care of issues associated with waking into water, diving, jumping in and out.

                                But freestyle surface swimming like we see in Subnautica, and character smoothly bobbing at the surface with waves without popping out of the water, is something beyond my ability. And there is no solution for this on the Marketplace.

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