Can anyone help?
- I am trying to use the Ultra_Dynamic_Sky with this project (primarily for the clouds).
I understand that when I replaced the BP_Skydome with Ultra, I lost the UpdateSun function, and my SSS light vector parameter.
For us non-C++ people, where exactly in the Ultra BP do I put that function?
And does the function need to be tailored from that found in the BP_Skydome because of other coding in the plug-in?
If someone could tell me how to migrate over only the clouds from Ultra into this project, that would be another solution.
I want to keep that nice Black Flag SSS in the top of the waves you have achieved, but with the Ultra clouds.
- The nice waves create a problem previously pointed out, at the shoreline. I would like to implement TK-Master’s hightmap modulation function to keep waves from intruding too far…don’t know where to integrate that function either.
I was wondering if the hightmap along with probes placed along the beach, could be used to activate a swash/backwash shoreline blueprint that could be combined with this project. The waves already look great … some braking foam waves, swash that creates wet sand, and this would be almost perfect.
Did anyone notice that Bethesda used interactive “lake” water (no waves) for the Atlantic Ocean in Fallout 4?
Thanks in advance, and a special thanks to all you Canadians, I guess Canada wins the Gold for writing water shaders.