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    #46
    Last edited by JBaldwin; 04-17-2014, 12:14 PM.
    Portfolio
    UE3 - Advanced FX Masterclass Part 1 DVD
    UE3 - Advanced FX Masterclass Part 2 DVD

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      #47
      Originally posted by Jacky View Post
      My brain hurts when i look at that shader.
      I cant wait to see the final result!
      Tell me about it, here I was thinking some of my shaders were complex. =p

      Caldera Entertainment | Twitter | ArtStation

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        #48
        This looks so convincing... Even more impressive that it looks so realistic before textures/lighting/reflections.

        And here I took the coward's way out and just hid my ocean in a blanket of fog

        Can't wait to see how this progresses - do you plan to sell on UE's asset store?

        SINGMETOSLEEP / PARASOMNIA / DARKDRIFT / ETERNAL APEX / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

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          #49
          That ocean shader looks really freakin' cool! Awesome work!

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            #50
            Thanks everyone ^_^
            I am beginning to capture everything and take pictures of each element to post in a PDF tutorial.
            Portfolio
            UE3 - Advanced FX Masterclass Part 1 DVD
            UE3 - Advanced FX Masterclass Part 2 DVD

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              #51
              Originally posted by JBaldwin View Post
              Thanks everyone ^_^
              I am beginning to capture everything and take pictures of each element to post in a PDF tutorial.
              That will be great Jeremy! Thanks.
              SUMFX.net

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

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                #52
                As usual a fantastic job Jeremy!
                Wannabe Artist & Developer @DizcoDev

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                  #53
                  Originally posted by JBaldwin View Post
                  Update:
                  New Micro Waves
                  Modified Wave Algorithm
                  Created Ocean Swell Simulation

                  This is still in need of a lot more work.

                  The grid must flow! Honestly, that was beautiful, even in wireframe. Keep it up!

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                    #54
                    Originally posted by JBaldwin View Post
                    I am beginning to capture everything and take pictures of each element to post in a PDF tutorial.
                    Awesome !
                    Alex

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                      #55
                      Looking really good!

                      Looking at that math on your first page, is that P=position, B=binormal, T=tangent, N= normal? Are you using that to calculate the vertex normal differences so that the waves will be lit as they move? If so that can get pretty expensive to update per pixel. I would recommend passing that information using CustomUVs which would let you update the normals using the vertex shader which is cheaper (less verts than pixels onscreen in most cases).
                      Ryan Brucks
                      Principal Technical Artist, Epic Games

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                        #56
                        Hey Ryan,
                        I actually didn't attempt to make this a lit model (Build the lighting properties). I also haven't attempted to build the fresnel off of the waves. I was most likely going to just release it as it is for the moment. (Allowing people to build extra parameters as needed).
                        However, if you see something very problematic, please correct me, I want to be as accurate and helpful when posting this to the community.

                        Edit: Thanks for the feedback as well! Will definitely keep this in mind when I expand it!
                        Last edited by JBaldwin; 04-20-2014, 03:43 PM.
                        Portfolio
                        UE3 - Advanced FX Masterclass Part 1 DVD
                        UE3 - Advanced FX Masterclass Part 2 DVD

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                          #57
                          I can't see much of anything in the shader yet, let alone point out things that might be problematic

                          I can only offer the advice that for a shader with motion this beautiful, it would be a shame not to update the lighting and see the full effect of the wave impacting the normals and specular response.

                          If you wanted to try to update the normals it should not be too difficult. You should only need to solve that one N equation from that early math you posted. That should give you the Normal vector for each position which would be the vertex normals.

                          Then you could derive the binormal and tangent by using the material function "CreateThirdOrthogonalVector" using 0,0,1 as vector 2. That is if you wanted to use them, which you might want for something. Like if you wanted to get super-correct and also transform a normal map texture into the wave-space.
                          Ryan Brucks
                          Principal Technical Artist, Epic Games

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                            #58
                            If someone were to apply some cool water textures to this math and account for all the nice stuff like depth and wave/water properties I'd buy it in a heartbeat.

                            Not to ruin the spirit of open source or anything, I'd love to get my hands on it for free too, but this is something I'd certainly pay for

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                              #59
                              Nice!

                              For shading, have you seen this thread? https://forums.unrealengine.com/show...4-Water-Shader

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                                #60
                                Really Amazing work! If you would put it on the marketplace when its finished (with shaders and stuff maybe), I would buy it without hesitating!

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