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WaveWorks Infinite Ocean Planes

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  • #16
    Hey, I just merged your latest stuff, with the WaveWork component. The infinite ocean is realy great, however it is tiling too much.




    Also, regular plane won't work

    Any idea why? Thanks in advance

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    • #17
      Originally posted by vinz243 View Post
      Hey, I just merged your latest stuff, with the WaveWork component. The infinite ocean is realy great, however it is tiling too much.
      Also, regular plane won't work

      Any idea why? Thanks in advance
      In The WaveWorks asset, play with the FFT size, larger numbers should result in less visible tiling. And regular planes won't work as the new implementation of WaveWorks has a very specific shader implementation, I will be implementing a plane version soon. Fixing translucency rendering for WaveWorks first.
      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
      Feel free to Donate if you wish to support me

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      • #18
        Where is the FFT size? Can't find it.

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        • #19
          Originally posted by vinz243 View Post
          Where is the FFT size? Can't find it.
          I only added it recently. You'll have to grab the latest code. The WaveWorks asset is now split into Simulation and Parameters. Allows you to set some more parameters. Such as displacement readback, FFT size, Aniso Amount, etc.
          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
          Feel free to Donate if you wish to support me

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          • #20
            Originally posted by GalaxyMan2015 View Post
            I only added it recently. You'll have to grab the latest code. The WaveWorks asset is now split into Simulation and Parameters. Allows you to set some more parameters. Such as displacement readback, FFT size, Aniso Amount, etc.
            Thanks dude! Just rebuilt everything! Just why does it needs to recompile every shader every time I'm rebuilding it? I have say like 16,496 shaders unit to compile when loading the editor, and that doesn't even include 4,512 in the terrain.

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            • #21
              It only needs to recompile shaders, when I change a vertex factory shader, I could probably be more careful with the ShouldCache function, I plan to do a refactor over the weekend so I will see if I can reduce the number of shaders needing a recompile.
              NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
              Feel free to Donate if you wish to support me

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              • #22
                Translucent rendering mostly working now including distortion. Changes will be committed soon.

                [shot]http://i.imgur.com/Imt1Wk2.jpg[/shot]
                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                Feel free to Donate if you wish to support me

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                • #23
                  Awesome! Just a quick question: is it possible to reduce foam amount? Because IRL oceans don't have as much foam:




                  I tried disabling beaufort scale but then the ocean disappears.

                  Also, is possible to make something like that?



                  Or maybe just increase foam amount and decrease tessellation near the landscape. For collision with the landscape you can use the landscape heightmap to represent distance to terrain:




                  (from the Kite Demo)

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                  • #24
                    Yes u can do any of that, it uses just a regular material. Just use the Foam outputs to control how much foam you want visible. Or turn off beaufort scale and set all the settings manually, you have individual control over the foam settings. I am not really trying to create a realistic ocean - Only because I know I can't, I dont really have the material skills to do so, just using the same material to show my progress in other aspects.

                    Turning off beaufort scale, you need to set the wind speed up to something other than 0, otherwise all waves will dissapear.

                    Changes have been committed
                    Last edited by GalaxyMan2015; 10-24-2015, 04:55 AM.
                    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                    Feel free to Donate if you wish to support me

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                    • #25
                      Thanks for the tip! It's weird though that wind speeds affect the ocean scale when Beaufort scale is off.

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                      • #26
                        You can use my material as a starting point; I've added some bells and whistles to it (though it's by no means perfect):

                        https://www.dropbox.com/s/bsl9r68x1m...ks.uasset?dl=0
                        https://www.dropbox.com/s/vdaiqweqw0...ks.uasset?dl=0
                        https://www.dropbox.com/s/zyvt3wnbsq...ks.uasset?dl=0
                        Trent Polack
                        Founder & CEO of Joy Machine
                        Steel Hunters, a third-person mech shooter with randomly-generated items and enormous enemies.
                        @mittense | @joymachinegames

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                        • #27
                          Thanks, I'll give I'll see how it goes, its definitely already better than anything I've made to date in regards to water. In the mean time. Working on my prototype GameWorks game. Have a better buoyancy model going. I dont need anything perfect and mixed in some FLEX elements.

                          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                          Feel free to Donate if you wish to support me

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                          • #28
                            Will we ever get Waterworks in UE4 to look anywhere as good as the NV tech demo? The buoyancy model there and the way the bow of the ship breaks the waves is awe-inspiring.

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                            • #29
                              Sure you can do that, take a look at the Community Ocean project for an example on implementing a mesh buoyancy model. Then using the returned displacement values, you can spawn a particle system to simulate splashing, and since the WaveWorks mesh just uses a regular material, you can combine it with other displacement methods.

                              I won't be implementing any of that into my branch because that is a per game thing, for my game I only require very simple point based displacement. I leave it up to the individual to implement what is required. The only thing I have provided is the ability to read back the displacements at any given point.
                              NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                              Feel free to Donate if you wish to support me

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                              • #30
                                Why Me Ocean Quality Is So Bad....? :/
                                Click image for larger version

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