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[Community Project] WIP Weather & Ocean Water Shader

That is really odd, I have this on a huge MMO world and I am using the best options for the shader and didn’t really have to tweak it at all. Its barely a difference of 1 FPS with or without it. I know this because I was having issues with FPS in game and systematically removed everything to isolate it. This ocean barely affects my performance at all. You might find that either its not set up right in your project or that it is an entirely different culprit. For instance, I resampled my map to a lower resolution (without changing size) and I went from 15fps looking across the map without occlusion blocking berms and buildings and such to a solid 60FPS with full editor quality, material quality, full shader quality on the ocean and tesselation on a huge desert that covers half the map for goodly footprints and sand disturbances.

If your ocean is setup right, I would keep tweaking and removing one thing and re-adding it until you isolate the culprit, but if you had a 4k map like I did or a large one in general, your culprit is probably your landscape. Don’t forget to take advantage of LODs and culling. I have zero level streaming and my big **** map is running like a champ… now.

I was actually crazily surprised at how little resources this ocean uses. I used to have nothing but a pretty plane that was very limited in size and it impacted my resources far worse than this infinite system.

This is just an amazing project. Its not just pretty. Its really well done with resources in mind.

… and I also cannot wait to get my hands on the 4.13 plugin… :smiley:

Thanks for this. It’s simply amazing.

The project comes with license information… "including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

-Free for use in any UE4 project-
Anyone is free to copy, modify, publish, use, or compile this software,
either in source code form or as a compiled binary, for use in any
Unreal Engine 4 game, simulation, arch-viz, or other related UE4 projects,
both commercial or non-commercial."

I think you are in the clear for commercial.

Domm, if you just used migration from the ocean project over to your project, you might want to check your plugins folder in your project and make sure the relevant version of the oceans plugin, which is separate in its own right really, is in there. That should clear up all your problems. If you know this and its not the issue, I apologize. But ya never know.

Sorry not trying to spam messages, just saw a few simple questions easily answered…

hey The Rift Keeper ,Thanks for answering,

it seems there was a compiling problem,
i just compiled my project (after updating Windows SDK, and reinstalling the 2015 Common Tools ) and and now the plugin packaging works ( if it helps, this could be a solution to “the plugin cannot be found” problem).

Hi guys, finally tested the plugin, and must say it is simply awesome!

Made a video
https://youtube.com/watch?v=g2SsguPbWEw

wow that looks awesome!

Yes… yes… it really is dope… Nice work

Tks, it´s amazing !

It is more than just good looking and well scripted. Its a very creative use.

Really love this water!
But for the weather it seems incomplete - is this still being continued i wonder?

when it will be available the version 4.13 ?

I don’t know. Last update was 3 month ago

man thats just beautiful, it always amazes me what people accomplish world building…

I actually just realized that myself, the activity on it has been nada… Hope real life hasn’t made it impossible, it’d be a shame to see such a great plugin die out. I am debating whether or not to downgrade back to 4.12.5, I jumped the gun and upgraded to 4.13 before realizing I should check this plugin for an update. But this system is so irreplaceable Ill go back to 4.12.5 and stay there on my mmo until its done lol…

I hope that they release a 4.13 soon.

Hey,

cascade256 already compiled the plugin for 4.13 on his branch.
Hope for an official update with his work.

Here is the link:

Cheers

Nice. Thank you!

Man, I could kiss you for this link. And thanks cascade! You are a life saver.

http://www.mediafire.com/convkey/4bb5/c4of1c968519vurzg.jpg?size_id=c

when improvements will be available?

I’m seeing the same behavior (using UE 4.12.5).

It seems that some objects reflect against the Water, while others do not generate a reflection at all.

I’m not sure how the reflections are calculated -
- Why do some objects (Boat,Trees) create reflections while others (Buoy, Rocks) do not?

I’m also curious to know if any depth sorting is calculated in to prevent objects located at a shallower Z-buffer depth then the ocean plain from being excluded from the reflection calculation.

Re: Reflection of Objects near the ocean surface (for example: Trees from the KiteDemo)
Reflection.png

BTW, the Ocean Project is a OUTSTANDING! Easily the best plugin available for UE4