ANGRY MESH - Stylized Water

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Showcase: https://www.youtube.com/watch?v=lAcs6z2sDe0

Features: https://www.youtube.com/watch?v=eP03j5X0dW8

The package offers a stylized water system, ideal for creating lakes, rivers, and waterfalls in stylized projects. The system is built entirely on Single Layer Water, providing an optimal balance between visual quality and performance.

It includes 10 water material presets and underwater post-processing presets, designed to fit a wide range of stylized environments. Each preset is fully customizable, giving you the freedom to adapt the water to your project’s style.

It also comes with advanced underwater post-processing, Waterline, Buoyancy, Character Ripples, Underwater Caustics and Godrays, Wetness Decal, Global and Local parameters for Waves and more.

All meshes used in the promotional images and videos are also included (Rocks, Boats, Logs, Beach Balls, Planks, Ropes, Water Lilies, Wooden Rafts, Wooden Dock, Grass, Bushes, Algae Plants, Moss)

All particles used in the promotional images and videos are also included (Fish, Bubbles, Plankton, Drops, Ripples, Splashes)

Works seamlessly with the Meadow Environment - Stylized Pack, allowing you to create expansive and vibrant stylized landscapes.

Questions about the pack? Want to test a build before purchase? Join us on Discord!


Important
Please import the package using Fab from the Epic Launcher when merging multiple of our Stylized Packs. Using the Fab plugin directly from the Engine will not merge the files correctly.

Setup

To achieve the same results as shown in our presentation images and videos, please follow the setup steps in the online documentation.

The package works with Runtime Virtual Texture (RVT) either enabled or disabled. However, if RVT is not enabled, blending between the landscape and props/grass will not function.

Features

  • Water Body

    Grid-based Water Body system for lakes and large water surfaces.

  • Rivers

    Spline-based River Blueprint for rivers.

  • Waterfall

    Two included waterfall blueprints with adaptive UVs that automatically adjust based on mesh scale.

  • Water Ripples

    Dynamic ripple effects based on the character's velocity.

  • Buoyancy System

    Efficient buoyancy system with asynchronous GPU-to-CPU readback. Easy to implement on new meshes.

  • WPO Function for Floating Objects

    World Position Offset function for static meshes, providing visual floating with minimal rendering cost. Easy to integrate into any material. Visual-only, does not interact with the player.

  • Caustics Light Function

    Simulates underwater light patterns with control over the maximum depth at which light penetrates the water.

  • Advanced Underwater Post Processing

    Advanced underwater material with parameters for Fog Distance, Fog Scattering, Height-Based Fog, Blur, Distortion, Vignette, Bloom, and more.

  • Underwater Lights Support
    Fully compatible with underwater Lights.

  • Underwater Volumetric Fog

    Works with or without underwater volumetric fog, providing a flexible workflow for optimizing the system.

  • Underwater Godrays

    Supports Godrays when volumetric fog is active. Godrays direction updates dynamically based on the directional light rotation in play mode.

  • Waterline

    Seamless waterline between the water surface and underwater elements, even when using large waves.

  • Wetness Decal

    Adds wetness to objects intersecting with the water body.

  • Global Waves

    Centralized system controlling wave behavior across the entire level from a single location.

  • Local Waves

    Control wave behavior locally using volumes. Supports up to three volumes per level.

  • Water Mask

    Masking material to prevent water from entering objects, like boats

  • Modular Workflow
    Switches for most material features, allowing easy enable/disable when optimization is needed.

  • SFX
    Dedicated sound class that modifies audio when the camera goes underwater. Easily applied to any sound using Sound Cues.

    Limitations

  • Swimming functionality is not included.

  • Does not work in multiplayer

  • The Buoyancy System works only with water bodies. It is not compatible with rivers or waterfalls.

  • Underwater Post-Processing is supported only with water bodies and does not work with rivers or waterfalls.

  • Designed for lakes, rivers, and waterfalls. Not suitable for oceans.

    Contact&Support

To stay updated on our upcoming asset releases, make sure to join our Discord server! If you have any questions, feel free to reach out to us on the support channel in Discord or via Email.

Just dropping in to say wow! Good looking asset!
I’m adding it to my wishlist, for a purchase down the line when it’s time to implement water :slight_smile:

1 Like

Thank you for your kind words!

Looks fantastic! How does this handle something like an ocean? Would you just make a really huge plane or would it be possible to spawn this grid dynamically based on where the player is?

1 Like

Thank You!
For the ocean, I think the most efficient solution would be to have a geometry that moves with the player, along with a simplified geometry for distant areas. The package does not include this, which is why we added that the package is not suitable for the ocean under the Limitations category.