Hey @NilsonLima, I’ve got a few questions if you don’t mind.
- I’m using 4.19 and followed by your videos of masking water out of the ship/boat. I’ve set 5 stencil value to the inner part and 0 for the outer part and everything worked out for me but I got another issue: planar reflections are now rendering the inner part on top of the outer one when looking from certain angles. I tried to exclude inner part from planar reflections by adding it to ‘Hide Actors’ array in the planar reflections component of the BP_Ocean but it didn’t work out since the array contains actors but my inner part is a static mesh component of another BP. Any way to fix this?
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- I’ve read tons of forums about fog and translucent materials and I’m still not able to make the fog look fine (neither exponental fog nor atmospheric). Exponental fog kinda works but it looks ugly and non-realistic - it’s just changing color of the water but I what I want is to actually smooth the horizon or completely fade it out when the fog is really dense. Checking ‘volumetric fog’ makes no effect on this.
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- No matter what the horizon looks very sharp. That’s not how the water horizon should look like. Please, point me to the right direction. A little bit of fog could fic that but the fog doesn’t work.
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- Finally, I’m using trueSky and ocean planar reflections are rendering weird dots along the water surface which I assume are actually stars. (To make sure it is planar reflections causing the issue I deleted the planar reflection component and the issue was gone). But the thing is that the stars only show up when it is night time but I still see them at a day time.
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