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[Community Project] WIP Weather & Ocean Water Shader

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    And please reconsider, a custom CharacterMovementComponent is the perfect fit for the project.
    Can you describe functionality you want to see in this custom component? For example, I once made a simple custom character movement component with several new states (in water, swim, swim underwater, etc.). To check when you need to switch from in water to swim state, I did a simple ray cast from the middle of an actor and if it hits water then switch to swim mode occurs. Similar thing was done to check when it is required to switch from "swim" to "in water". Also made some modifications in velocity calculations, etc. So maybe I can use that one as a foundation for something more complex which can be then integrated into this project. But as I said I'd like to see a list of requirements for such component.

    Comment


      Originally posted by Shockwave-peter View Post
      Can you describe functionality you want to see in this custom component?
      Hello Peter,

      TK and others might be better at providing an answer to this but ... The functionality I am looking for is: Underwater breast stroke, Underwater tread water, On Surface freestyle swim, On Surface tread water, with On Surface buoyancy so that the character realistically bobs up and down on the surface, while idle or free style swimming, with the height of the waves staying around the character's chest. Along with this, I need the ability to switch between 1st person and 3rd person as I can do on dry land. I use a 3rd person BP, but for 1st person I attach a second camera to the root of the 3rd person character, so it does not bob around. With the push of the right thumb stick I can switch between 3rd and 1st. But when the character goes prone in water the 1st person camera drops behind the character like the 3rd person. Have you seen the game Subnautica? That has first person free style swimming on the water surface, and breast stroke underwater, with full person shadows. So someone has figured out how to do this in their engine.

      Other issues to consider are how to handle the character standing on the shore line, waist deep in water, without going into swim, and walking into water with intention of swimming, diving, and climbing or jumping out of water into a boat. This shader does have an Underwater Post Process Volume and an in water detection, but the goal would be to have blended, smooth anims of all of these states, in 1st and 3rd person, with no camera glitches, or character bounding out of the water up to its ankles when a wave comes by. The character needs to smoothly bob up and down with the swells, with the waterline staying at its chest like real life. Then the buoyancy need to go to neutral when the character dives down into the water.

      Now that we have great ocean water, we need to sell it with equally great character movement in the water.

      Comment


        Forgot to mention, Alex is back working on his swash/backwash shoreline waves. I wrote him and asked if he would consider bringing his work to this project. His shoreline shader is the best I have seen anywhere. Please check it out: https://www.youtube.com/watch?v=qda2...ion_2083149599 and https://www.youtube.com/watch?v=6Nq_...?v=6Nq_7YWa_5U

        I really think one of the senior members or EPIC need to contact him and bring him on board with this project.

        Cheers

        Comment


          hi, sorry for noob question/probably already mentioned somewhere, tough tried read the topic.
          can I somehow see water waving reflection on metallic surfaces?
          I have reflection capture sphere added, but dont see any difference

          http://imgur.com/5sCbplc
          Attached Files

          Comment


            Originally posted by BigaC View Post
            hi, sorry for noob question/probably already mentioned somewhere, tough tried read the topic.
            can I somehow see water waving reflection on metallic surfaces?
            I have reflection capture sphere added, but dont see any difference

            http://imgur.com/5sCbplc
            I see reflectivity unless its shadowing thats just coincidental. Make the material base color grey roughness 0 and mettalic 1 and nothing else and you ncould even plug a mettalic node into the base color string and it should reflect like a mirror.
            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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              Wow, it is such an amazing thing youre doing it looks amazing
              http://youtu.be/GIiv9dXBQCk
              I am the director of MACH 2 Simulations, we are currently developing a freeware flight simulator
              Youtube - https://www.youtube.com/Mach2simulationsUkLTD
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              Twitter - twitter.com/MACH2Simulation
              website - mach2simulations.co.uk

              Comment


                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.


                The fog I suppose yes but the wet lens effect toggle relies on the displacement readback which is via C++.


                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).

                I thought you might want to know.

                MIXAMO TERMS.

                Have the Terms of Service changed?
                Yes. By signing up for an Adobe ID you must agree to the Adobe Terms of Use and Privacy Policy. Be sure to carefully read them as they may be different from the previous Mixamo terms of service.
                Can I continue to use Mixamo for my graphic design, video game, film or print project?
                Yes. Adobe provides services intended for professional use. Mixamo content can be used for both commercial and non-commercial projects, and you retain full rights to your works. For details, refer to Adobe’s Terms of Use and Privacy Policy.
                Can I use Mixamo royalty free or in commercial projects?
                Yes. Mixamo is available for a limited duration as a technology preview and is available free, without license or royalty fees, for unlimited use in both commercial and non-commercial projects.
                Will I still be able to download assets in file formats that are compatible with game engines and 3D software?
                Yes. Current download types include FBX, BVH and DAE.
                Last edited by Senitelty; 03-25-2016, 08:50 AM.

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                  I have officially broken my ue4 API cpp cherry with udemys escape game. A lot of simple game actions are easier than I thought. I'm ahes away from contributing to the ocean project but I'm making my way have headers macros annd member functions figured out at a basic level.
                  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


                    Wow guys, I haven't looked at this since early versions - it looks better than WaveWorks now!
                    Nice work and thanks for sharing this!

                    Comment


                      hi I'm new to unreal engine and i was wondering if anyone was going to make a tutorial about how to use the blueprints in this project as assets to their own or something as i want to make a game where i can sail around on a ship i build myself but the ocean doesn't even render on my computer for some reason. it keeps saying that this sample thing i think it was is over 16 samples and it can't process it, please can someone make a video on how to use it I'm so confused with how all this works.

                      Comment


                        Heya,

                        Do the two shaders play nicely with 4.11?

                        Edit:

                        Welp, answered my own question (They don't). I got the deferred common one re-patched but the DOF one needs a bit more work, gonna do that tomorrow. (Had to zip the file since the attachments won't let me upload .usf)
                        Attached Files
                        Last edited by DamirH; 03-30-2016, 11:23 AM.
                        [Submitted] Advanced Data Validation

                        Comment


                          will you port this to 4.11?

                          Comment


                            I tried implementing this plugin into an empty project and I had trouble getting the underwater stuff to work until I copied over the Config folder. What setting was I missing? Something in rendering?

                            Stencil buffer, got it.

                            Now, is it possible to use this to mask out underwater interiors?
                            Last edited by DamirH; 03-31-2016, 03:37 AM.
                            [Submitted] Advanced Data Validation

                            Comment


                              Hey dudes gave you a mention here..http://80.lv/articles/ue4-from-scratch-by-the-beginner/

                              Comment


                                Hey guys, another question from me - has there been any work done on a more advanced underwater post process effect? Namely there are two features I'd love to see and I'd gladly take a stab at implementing them myself, just want to make sure that I am not redoing work that's been done already:

                                1. More advanced underwater visibility. Currently it uses the distance fog standard thing, but I want to make it so that the visibility in shallow water is far greater than in the depth, obviously due to sunlight coming in greater amount.
                                2. Light rays coming in from the surface that can be seen inside the shallow water. I suppose there will most likely have to be faked but they'd look awesome.

                                If anyone has done anything similar or knows perhaps a paper that dealt with the issue let me know.
                                [Submitted] Advanced Data Validation

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