[Community Project] WIP Weather & Water Shader

Hey ,

When running in Simulate mode the Network Time Offset won’t be active, it was added to the BP_Ocean event graph to sync the time with the server. Without a server running, it is likely the reason for the time difference.

That is something I am currently working on, a complete overhaul of the Sky/Weather that will include the Beaufort Scale for various sea states (calm to hurricane). I now have the calendar system working correctly, which allows me to get an accurate representation of the sun’s rotation/position for any point in time (-2000 to 6000 year) with about +/- 1 degree error tolerance.

Now working on the moon Phases/positioning/tide values, hope to have an initial version out very soon.

That shader looks a lot like the Nvidia WaveWorks shader (which can be downloaded here, and more info can be found here). You need to download/compile a custom engine version from source in order to use it, but you can get a similar look with it. Note that it does not have Buoyancy or a realistic looking material out of the box, you will need to add those in yourself.

I may try integrating WaveWorks at some point in the future, however since it requires building a custom version of the engine we have not tried it with project yet. Right now I am waiting to see if Nvidia will be implementing a plugin version for the engine.

Hey there,

Which version of UE4 are you using, and which branch did you download from the page? I checked the code, line 18 is the declaration of a struct which doesn’t use categories so I’m a little bit confused… :slight_smile:

If you downloaded the branch, try switching to TK’s branch (or if you downloaded TK’s branch, try downloading the ) to see if that helps. Let me know if it won’t work though!

When you say two times, do you mean in the same level? It should work so long as there are 2 separate blueprints (they should control their own setting separately). I will look into that a bit more on my end, but it should work.

Hi there, most likely that is being caused by not having the BP_SkyDome in your level with a Directional Light, which are required for the SSS to work, without those active it causes the yellow surface in your image. If you want to use your own sky then you will have to set it up manually or you can set the SSS intensity to zero.

Thanks for the info! I will add that in asap :slight_smile:

Do you mean Dynamic wave interaction with objects? if so that is not implemented at time, but I found some info on how can be done using DistanceFields and plan to add it in very soon. Fully dynamic interaction is a very difficult thing to do without performance issues among other reasons, so that will take some time to implement.

Hmm… That is a really odd error, I don’t use either of those structs directly so something must be messed up in the material itself.

Which version of the project did you download (TK’s branch or )? Also did you migrate the files over to another project or are you using the demo project from ?

If you moved the files to a new project then that error makes a bit more sense, let me know which it was and we’ll get you up and running :slight_smile: