[Community Project] WIP Weather & Ocean Water Shader

You don’t need to open it

Here, follow this:


Could anyone tell me how do I fix the darker part?

Thx i saw it, and i know how add plugin but how i write in previous post problem is if i try add plugin to a project when start editor he ask me to compile and compile with error. Question is same how to compile plugin to 4.12.4 editor, i use github version of engine. Edit: compile without errors, problem was in name of folder or version in .uplugin file, compile with: development editor win64.

Hi, there

We were trying to deploy the project to IOS(iphone 6, 6s), but failed with several compile errors below. Could anyone tell me how to solve this?
compile errors.png

I had something similar with an object that was referenced to the controller but did not exist, don’t know if it will help you, but you could check dependencies, maybe there’s something missing.

Open up the folder \ShipsAndExamples\UI\ and then open the widget named “Interaction Widget”. From here select “Crosshair” from the Hierarchy panel and either delete it, or edit it however you want. :slight_smile:

This project is not compatible with Mobile devices at the moment. The ocean material requires DirectX 11, the Destructible objects require the Nvidia Apex, and the buoyancy requires the PhysX libraries, all of which are not available on iOS.

We do plan to make an OpenGL compatible version of the material, but without PhysX the buoyancy calculations will need to be re-written, and without Apex there won’t be any destructibles or cloth simulation (ship sails).

Sorry for the bad news. :frowning:

Very cool plugin! Thank for making this effort! I have been playing with this for a few hours, I striped down one of the examples to just have the ocean, and my own sky as I was trying to reduce the overall learning curve to the system.

Question if I want to make wakes for a boat simulating an engine what method would be the best way to go about that? Do I create physics impulses perturb the water? I am doing some tests just wondering if someone has already created an additional example of this working.

Question 2: Wet sand? Someone must have done this already as well.

Thank you again for the continued effort on this plugin / system!


@DotCam @TK-Master

Wow! This offering of yours is tremendous! Thank you thank you!

I am sorry I am only just noticing this thread for the first time :slight_smile:

I tried it out and I especially loved the breaking up of waves along the shoreline, your landscape feature. The buoyancy and Gerstner waves are great, tho personally I think of them as DotCamWaves

This is one awesome community contribution, thank youuuu!

[FONT=Comic Sans MS]:heart:


I have been analyzing different water conditions on certain areas of a region and noticed that sometimes water can change considerably, for example, when entering a bay or channel. One interesting idea would be a volume that overrides the settings so we could make configs for different areas - like bays, channels, coastline, deep ocean without having to relay on weird tricks with scenario to change to different water meshes.

There is a performance problem or something somewhere that give me 60FPS even in the UnLit Mode with a 780GTX

Hey Rama :slight_smile: That means a lot, coming from you :wink:

That’s probably because of the planar reflection component.
I would say it’s best to switch back like it was before with SSR (for now) until I add my custom planar reflection system which is better :stuck_out_tongue:

FFT-based Ocean Simulation WIP!

So after a lot of headaches and red bulls (sponsor me please? lol) I finally have a working FFT implementation.

Test #1.
(Don’t pay too much attention on the material look, this is meant to showcase the displacement)

This is simulating a 128x128 grid on the CPU at about 4ms on a separate thread.
The plan is to implement a GPU-CPU combo for maximum performance and quality.
The CPU will simulate a smaller FFT (up to 128) which will be used for height readback queries only (for buoyancy etc.) and the GPU will be able to simulate a larger grid (up to 2048) with normals, energy-based foam etc. which will be used for rendering.

The simulation above is using the classic Phillips spectrum from the tessendorf papers which produce nice sharp “choppy” waves and is meant to represent a fully developed open ocean state, but there are other spectrum models out there (which I have partially implemented) that are more “physically correct” and can produce different style of waves.

There is still a lot of work to be done so don’t expect any of this to be released anytime soon, I’m doing this in my free time as you know :stuck_out_tongue:

Well done now excuse the idiot but what’s FFT? My life is surrounded with acronyms and this one is making my day.

WOW @TK-Master ! Astonishing work! I knew you were up to something… so quiet lately but I never imagine it would be this! wow. I can’t contain my enthusiasm :stuck_out_tongue: my congrats! Keep it up!

FFT stands for fast Fourier transform.

It’s widely used in movies (pretty much every movie where there is a CG ocean) and in AAA titles such as assassin’s creed and GTA5.

wiki quote:
“The FFT algorithm computes the discrete Fourier transform (DFT) of a sequence, or its inverse. Fourier analysis converts a signal from its original domain (often time or space) to a representation in the frequency domain and vice versa.”

The inverse FFT transforms a spectrum from the frequency domain which would look something like this:

…to a heightfield in the spatial (image) domain which looks something like this:

In more simple terms it basically lets you compute the sum of several hundred thousands of waves :stuck_out_tongue:

Thanks a lot, DotCam.
It seems PhysX supports IOS, and we tried cutting off Apex features, repackage, this time it worked except for some material node errors during cook time.
Theoretically, if we ues animation or material system to simulate apex features and rewrite some unsopported material nodes, we can port the project to IOS. Am I right? Any suggest about that ?

Its obviously amazing work, but I miss the foamy water on the top where the waves crush, you know what I mean :P?

Edit: Ignore my post. I made the mistake by not reading the text just watching the video x_X. You are working on it and its great! <3

Thanks Rama, let us know if you have any issues and/or suggestions! :o

Good to hear from you as always, have fun with it!

Hey @DotCam I have been playing a bit with your new skydome, shouldn’t the sun at the north pole never set around 21th June? It’s pitch black at 20:00 for me…sounds a bit early for a midnight sun. Maybe I did something wrong? I used 90º for the latitude, and 0 for longitude (but longitude shouldn’t matter much for the poles). I might very well have done something wrong so please forgive me if so :stuck_out_tongue:

Thank you for pointing that out! Had not tested that far north/south.

The reason that is happening is I fade out the sun once it “should” be below the horizon (when it’s hour angle is less or greater than 110 degrees) and create a variable named Sun Height that get’s passed to the material, reduces sun brightness, increases moon brightness, and fades in the stars.

Obviously (it’s obvious to me now at least :p) that isn’t going to work properly, and not just at the poles, it’s not adjusting the value by latitude at all. I actually just created a new function to get the exact sun rise/set times which is needed for the skylight & TOD settings blend, should work well for this issue too. I’ll try switching it over to the new function soon, but for now I’ll see if multiplying the value based on latitude (0-1 scale) is feasible. Might be a quick fix, will let you know asap.