Nsomnia
(Nsomnia)
February 19, 2016, 1:08am
1142
Hello ,
Can anyone help?
I am trying to use the Ultra_Dynamic_Sky with 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 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 '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 project. The waves already look great … some braking foam waves, swash that creates wet , and would be almost perfect.
Did anyone notice that Bethesda used interactive “lake” water (no waves) for the Atlantic in Fallout 4?
Thanks in advance, and a special thanks to all you Canadians, I guess Canada wins the Gold for writing water shaders.
On top of all the other things im trying to integrate and port is the cloud and shadows from ultra dynamic. I havnt gotten any further than prodding the blueprionts but will post if I find more info. Its not a plug an play no doubt about it.
Yes us canadians seem to be all about the water…