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    #31
    Originally posted by TK-Master View Post
    @ufna yaay sources!! I'm sure I will learn a lot from this thanks a ton!
    You're welcome

    Originally posted by JBaldwin View Post
    Glad everyone is enjoying it ^_^
    @ufna - I know we had talked yesterday about how bad Gerstner waves are for performance, but I decided (Since I already Started) I would finish it up and share it with everyone.
    The equations are practically the same accept for a few small things. (If I remember right) - I changed from multiplying the amplitude by (x,y) to dotting it. I also fixed the Φ addition. The direction is giving me issues so I am having to look into that.
    btw I saw a nice commit at github yesterday. It means we'll be able to implement transparency soon
    Making games with Unreal Engine https://ufna.dev
    My plugins official channel: https://discord.gg/N92pzqJ

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      #32
      Awesome! I really can't wait for that. I also saw your feature request on Post Process addition ufna, very good call!
      I still need to learn quite a bit when it comes to the technical side of oceans and rendering.
      Portfolio
      UE3 - Advanced FX Masterclass Part 1 DVD
      UE3 - Advanced FX Masterclass Part 2 DVD

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        #33
        Originally posted by ufna View Post
        Looks alive!

        Which spectrum did you used?
        Gamma + Infrared \m/ OH YEA!
        :P
        Portfolio
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          #34
          Update:
          Small Choppy Ocean
          Hurricane Swells
          Fast Ocean Swell Sets

          Portfolio
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            #35
            Man...I cant say how amazing this project looks! Looking forward to see more progress and try out some things by myself

            Keep up the good work! Very, very cool ^_^
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            https://forums.unrealengine.com/show...ng-like-that-)

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              #36
              Originally posted by JBaldwin View Post
              Update:
              Small Choppy Ocean
              Hurricane Swells
              Fast Ocean Swell Sets

              Looks fantastic! Well done!
              SUMFX.net

              Chameleon Post ProcessSharp TextCamera TransitionsLOOK! Color Grading PackSciFi UI SoundsCensoredAnimated CrosshairsMinimalist Lower ThirdsAngled Lower ThirdsHitPoint

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                #37
                Originally posted by JBaldwin View Post
                Sorry for the late reply. The masked out areas are incomplete parts of the equation. (Some of the master shader is also not finished.) Therefore I didn't want people building those parts only to find out that the gersnter wave was squashing too much.

                I am still trying to read a few papers to find out how I want to implement these.
                The current equations I am using are from nVidia, however for large ocean swells and large, slow moving choppy waves, I might be utilizing some of Jerry Tessendorf's work.

                ** As seen from nvidia **
                Simple waves:



                Sine Modification:



                Direction vs Circular:


                Gerstner Waves:



                That is math right there.

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                  #38
                  Yes Trigonometry.

                  @Jeremy good jab someone is pushing you to the right Direction? :P
                  VFX Artist
                  Portfolio: Here

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                    #39
                    Looking great! I don't know about you but I feel like going for a swim now

                    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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                      #40
                      Thanks everyone. I am currently building in static switch parameters for each parameter (Time Consuming ). I am also building a blend system. You can use the one I am creating, (Or define your own) ocean stages.
                      It works like this:
                      - Shader mode "Located In Material Instance" = Ocean System or Manual Mode
                      • Ocean System - Uses 2 sets of data preset in the master shader to blend from small choppy waves to hurricane swells. (All controlled by simply changing one parameter) (Easiest)
                      • Manual Mode - Exposes all parameters for complete control (Hardest)


                      This shader allows for multiple Master Shaders to be created
                      It works like this:
                      The demo Master Shader I am creating is geared towards storms. Both the Ocean System Data Sets and Manual Parameters have been set in the Master Shader to act as a "Storm Shader"
                      Simply duplicate the Master Shader, and input data for whatever ocean system you want. Then create material instances off of that new shader. This will allow you to have multiple ocean system (Master Shaders)
                      For Example:
                      • Storm System (Master Shader + MICs) --"MICs" = Material Instance Constant*
                      • Calm System (Master Shader + MICs)
                      • Shallow Water System (Master Shader + MICs)
                      • Deep Calm Water System (Master Shader + MICs)


                      And Much More
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                        #41
                        Very good job so far

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                          #42
                          Atta boy Jeremy.. looking good.. nice to see ya back in the mix.

                          Shawn

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                            #43
                            Finally... I have converted all the math lol. Time to write up the e-article
                            - Please understand - I don't have time to do really detailed tessellation atm. That will be up to you! However, the tessellation isn't hard at all. (Unless you are generating noise in C++ based off of the FFT model) in which case read this:
                            https://developer.nvidia.com/sites/d...nCS_Slides.pdf
                            "Or punch ufna until he gives up and tells you"

                            In addition to the features I posted a bit earlier, I have added a global influence parameter which will allow you to blend between many ocean states, and then change the scale and animation all by simply inputting a value.
                            Here is a pic of the Master Storm Shader.

                            PS. **This shader only includes math, no other ocean attributes have been built**
                            PS.S. **@Shawn - As short as it might be, I am glad to lend a helping hand in any way I can, when I can Good to "see" you again as well. Make sure to contact me on skype soon so we can chat and catch up!



                            Time to take a break... have some coffee, and catch up on literature
                            See ya guys later.
                            Last edited by JBaldwin; 04-16-2014, 06:36 PM.
                            Portfolio
                            UE3 - Advanced FX Masterclass Part 1 DVD
                            UE3 - Advanced FX Masterclass Part 2 DVD

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                              #44
                              My brain hurts when i look at that shader.
                              I cant wait to see the final result!
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                                #45
                                @Jeremy.. Will do man.. its been too long.. excellent work.

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