Hey what's up everyone 
Reply train ahead!

Eventually.. 
You can but it will need some work unfortunately
basically you will have to interpolate between different wave set parameters (both in material and in bp ocean).
Eventually we will have a Beaufort scalar parameter to do this more easily but for now it is what it is
The stormy ocean material was something I added at the last minute as a demonstration of what is possible with Gerstner waves and it's something I plan to work on and improve (probably not anytime soon though).
If you are using my buoyancy component then sorry but there is no such thing xD I have not implemented realistic water resistance or anything like that yet.
You can try using Nubtron's BuoyantMesh component which has a more advanced buoyancy but for now you will most likely have to implement your own physics to get exactly what you want.
Realistic ship and sailing physics is definitely on my to-do list but I have no time frame atm.
Hi, are you talking about caustics reflected on the ship hull? if so then this is not currently implemented, caustics are only shown underwater.
You could try faking it in the ship's hull material or edit the caustics material in order to be shown a bit above water.
I have a better and more accurate caustics system in the works but I don't know when it will be ready atm.
If you are getting the 16 samples error then you must be on mac or linux which are currently not supported out of the box (sorry!).
Yeah.. the .usf files will need to be updated for each engine version for sure since they change all the time (especially the DeferredShadingCommon one I would imagine).
And there will be more of these at some point.
I'm planing to implement custom BRDF models for better speculars and whatnot, also fixes for anything that uses the scene depth such as exponential height fog.
Yes but there are limitations (for example half-in half-out interiors will be difficult or impossible).
You will need two meshes, lets say boxes..
Box #1: enable Render CustomDepth Pass and stencil value = 1
Box #2: same thing but stencil = 0
Make box #2 slightly smaller (or set one-sided materials to the boxes and invert the normals of box #2 in your modeling software so it only shows from the inside) and fit it exactly inside box #1.
(Note: only opaque materials write to the depth buffer, don't use translucent ones).
You should now not be able to see the underwater pp when the camera is inside box #2.
Alternatively you could just use a volume's overlap event to toggle the post process on/off (not gonna be as accurate most likely).
Feel free to implement these, that would be great 
About #1, accurate light absorption is something I plan to work on but it might end up being expensive (the exponential fog is already a bit too costly if you ask me).
Have you tried messing around with the settings in M_Underwater_PP_Inst ? you can adjust the visibility and quite a few parameters there.
God rays is also something I have planned but I have not worked on this yet.
I would start with something like this
https://forums.unrealengine.com/show...c-Light-Shafts
Cool!
I have seen quite a few videos which are using the project since the 4.10 update, glad you guys find it useful

Reply train ahead!
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Originally posted by OnlyHorrorOnlyHardcore
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Originally posted by n00854180t
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Eventually we will have a Beaufort scalar parameter to do this more easily but for now it is what it is

The stormy ocean material was something I added at the last minute as a demonstration of what is possible with Gerstner waves and it's something I plan to work on and improve (probably not anytime soon though).
Originally posted by Korablev
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You can try using Nubtron's BuoyantMesh component which has a more advanced buoyancy but for now you will most likely have to implement your own physics to get exactly what you want.
Realistic ship and sailing physics is definitely on my to-do list but I have no time frame atm.
Originally posted by BigaC
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You could try faking it in the ship's hull material or edit the caustics material in order to be shown a bit above water.
I have a better and more accurate caustics system in the works but I don't know when it will be ready atm.
Originally posted by Mr Briteside
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Originally posted by DamirH
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And there will be more of these at some point.
I'm planing to implement custom BRDF models for better speculars and whatnot, also fixes for anything that uses the scene depth such as exponential height fog.
Originally posted by DamirH
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You will need two meshes, lets say boxes..
Box #1: enable Render CustomDepth Pass and stencil value = 1
Box #2: same thing but stencil = 0
Make box #2 slightly smaller (or set one-sided materials to the boxes and invert the normals of box #2 in your modeling software so it only shows from the inside) and fit it exactly inside box #1.
(Note: only opaque materials write to the depth buffer, don't use translucent ones).
You should now not be able to see the underwater pp when the camera is inside box #2.
Alternatively you could just use a volume's overlap event to toggle the post process on/off (not gonna be as accurate most likely).
Originally posted by DamirH
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About #1, accurate light absorption is something I plan to work on but it might end up being expensive (the exponential fog is already a bit too costly if you ask me).
Have you tried messing around with the settings in M_Underwater_PP_Inst ? you can adjust the visibility and quite a few parameters there.
God rays is also something I have planned but I have not worked on this yet.
I would start with something like this
https://forums.unrealengine.com/show...c-Light-Shafts
Originally posted by joplin66
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