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[WIP] Sandbeach Ocean / Terrain

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  • replied
    i really need this!!!!!!!!!!!!!!!

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  • replied
    Originally posted by Motanum View Post
    Why is this guy not selling this on the Marketplace?!

    Come on dude!
    Yes, a proper Ocean in the marketplace would really great.

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  • replied
    Really pretty! Would this water/foam work on mobile? (GLES2)

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  • replied
    Why is this guy not selling this on the Marketplace?!

    Come on dude!

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  • replied
    Looking really awesome man!

    I'm working on a pirate game which includes a very advanced water shader as well, complete with online bouyancy, underwater effects, translucency, edge foam, you name it. I was wondering if maybe I could mail you or pm you for a couple of questions surrounding reflection?

    Cheers

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  • replied
    Originally posted by fewks View Post
    Hello UE community, I started to learn ue and i must say that it awesome. This is my first project and its work in progress, so you can rate it, give an advice and just chat

    At the moment im trying to reach a realistic waves with foam. I will update it as often as i can, and sorry for my bad english

    [ATTACH=CONFIG]49135[/ATTACH]

    Here is a first attempt. Not perfect, and too far from what i want to get, but now i have the basis. It needs lot of tweaking. (normal bump and some other things are terrible atm, but im working on it)



    Sorry about video quality, but after many tries thats best i got. What software and codecs do you use to record videos?
    HI fewks, any release date?

    Would love to beta test this on large landscape.

    Related https://forums.unrealengine.com/show...an-Beach-Waves

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  • replied
    Gee willikers, I want that shader!

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  • replied
    https://forums.unrealengine.com/show...331#post627331

    Please post here if you have any idea how he formed the waves at the shore, your information is valued, and will remain in the post for everyone to learn from, as opposed to just showing off work.

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  • replied
    He's vanished again, and the single greatest ocean Ue4 has seen is gone, lol. If anyone could figure out how to form the waves near the shore line like he did, do share!

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  • replied
    where is the "buy this now on marketplace" button?!

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  • replied
    +1000 internets to you. I cant wait until the shore water is released, it is exactly what i was looking for. Will follow this thread

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  • replied
    Here is a test of deep water simulation. I'm having problems with normals, it's more or less ok, but it doesn't work properly with fresnel for some reason. Gonna try to fix it.

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  • replied
    Hello!

    There are some restrictions in material creation, and tbh i cant get the good looking results just by mixing "moving textures and masking", so i decided to make it more complicated and mix it with math generated surface. I'm very newbie at formulas, equations etc so i went deep into maths for the last couple of months. I've been experimenting with almost each equation i've found in the internet, from casual sine wave to more complicated trochoidal skewed waves. I am also trying to simplify it so it have less base parameters in material instance. Got some results and will post it as soon as i can. Didn't work too much on speculars, reflections etc, it's just all about surface movements atm.

    Working on:
    - realistic deep water motion
    - shallow waves that not just move in one direction, but bends around the beach
    - realistic wave interaction with the beach (forward and backward movement)
    - also trying to add micro waves (only normal without wpo) that appear very close to the beach line and have high frequency) but unlucky atm

    cheers \o/

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  • replied
    Hello everyone,

    I have been looking at lots of different methods (most lacking tutorials or how-to info), and formulating my own theory on how to get this to work. I won't be doing it myself right now, but here's the gist of what I've got. Watching the demo fewks posted helped to come up with this theory.

    First, I would use a displacement map sequence to form the animated surface of the ocean and apply a mask to gradually reduce the height all the way to 0 at the edges. The idea is to keep the waves huge closer to the center, and almost non-existent by the shore. The waves near the shore are made up of a separate displacement map sequence. What I suggest is to set up collision points wherever you want your waves to start, and trigger them when the first ocean plane touches them. That way, the 2nd plane's waves would mesh into the first plane's waves, and they would appear to be one and the same.

    As for the 2nd plane, you'll need a sequence of displacement maps that are drawn to look like a wave that gains height quickly and then drops off slowly until it reaches the shore. The center should be tallest and it should curve out in the direction that the wave is travelling in. You can set it up as a decal since you'll be using triggers.

    Lastly, you can set up another animated decal on the beach for the wet sand effect and trigger it when the wave decal touches it.



    This is a lot of work to put together, but I think you can essentially get something that looks as true to life as you can get. You just need to have great textures. You can use Blender's Ocean modifier to get your initial displacement map sequence and foam data. Perhaps you can even work with it to make the sequence for the waves. I haven't tried but I'm sure with a bit of creativity, it can be done. The benefit of that would be the foam data and the curl and crash of the waves.

    Good luck, and let us know how it goes if you try this! And for the love of all that is development-related, post tutorials or screenshots if you can!

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  • replied
    I've been checking back on this thread for the last few months, and I must say I'm quite excited to see updates on this project. I just want to say that your ocean looks fabulous and I anticipate seeing a demo sometime in the future!

    Leave a comment:

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