[Community Project] WIP Weather & Water Shader

Hey , have you been able to solve your ? And did you see anyone TK, or someone else pointed out problem in the topic ? I did some search but only related post was yours. I see you did some workaround but what is the best way to get rid of clipping through the static meshes ?

and also i wonder how many test points are you using and what are the radius and mesh weight for kind of small boat if results have satisfied you for a realistic buoyancy ? I mean it’s ok and easy for big ships like manowar but when you tweak small boats like its difficult to achieve same goal. it seems often behave realistic on calm water but when you test it in oceanstorm map, not only waves swallow boat easily, also it sometimes thrown away from the waves.

Perfect, thank you for taking the time to help out! Really appreciate it.

No problem.

hello I’am new here.
I’am trying to remove distortion efect when underwater but didn’t have any luck.
has anyone know how to turn it off

@Ezioauitore.hd, try editting “PP_Underwater”

My question:
As I complete noob to UE4, I’ve been able to get the and skydome to work. Thank you everybody for your work on project! I can’t, however seem to figure out how to get the Buoyant Actor to work. How would I go about making a sphere mesh buoyant?

Hey there, I’m interested in finding out if anyone else here has had any luck getting small boat buoyancy settings looking good too - I’ve spent a few days messing with density settings and test points and am having similar problems.

I have seen a few posts that state 4.16 is not supported yet, but a few seem to mention that it is possible to use the plugin with 4.16. Can anyone provide clarification, and any steps needed to make it work properly. So far I cannot get it to work in 4.16.

@Johnathan Light…I am interested to see how your transparency system works and any other additions you have made to your ‘Physical Water Surface’. Tempted to switch over to your product, especially as the implementation is all BP.

[MENTION=649824]light[/MENTION] - I’m interested too!!

@Jackseno

The buoyant mesh component included in the project works way better for smaller boats (and even bigger ones IMO) than the test points buoyancy. It uses a completely different type of logic for buoyancy and is more physically accurate. Here’s where it’s first introduced (ignore the part about the separate OceanProject version, it’s since been included in the project).

As far as solving the clipping, I’ve been using a combination of the surface mask (that you can see in one of the demo levels) and the “mesh lens” technique I described earlier. Both solutions have their problems and I’m working on a more perfect solution, I’ll post here when it’s finished.

@ipninichuck i have made a 4.16 branch https://.com/johnfg10/OceanProject which has it all setup and ready to go :slight_smile:

Thank you so Much!!! You have brightened my day.

First of all thanks for doing great project and sharing it.
secondly I wanted to share a possible bug I have found. if you adjust the camera somewhere exactly around the surface of the water, somewhere between the waves a half sphere appears
here is a screen shot i got from one of the maps in your project without touching anything in it

Going to test soon. Thanks Jonathan!

Only thing missing are beach waves … THe market pack Beach Water uses a spline, which needs to be setup around the island shore.

Anyone know how to set the Terrain Material Instance Parent at run-time in C++?

sorry for the big quote :wink:

I’m looking to combine the TrueSky plugin with .
Results thusfar are that the is sort of black.
Could you maybe explain (in a sort of noob ue4 language) how I can set up?
]

would be a great help :wink:

Is there a ready plugin version available yet for 4.16? Are these palm tree, the coastal erosion, the sk, and the landscape material features part of the update?

Hello, my pleasure, all these integrations were made by me. :stuck_out_tongue:

Hello mates :slight_smile:
Two days ago I just started to read project and I want to understand algorythm, because I want to write simple water in c++, but i don’t know few things…

  1. Why there are 2 sets of waves
  2. Why there are 8 waves in set
    I really don’t know :smiley:
    And maybe someone know any articles with water physics/shaders theory?

I don’t know if I missed something, but is there a post explaining how to install plugin? Also, I’m using 4.16, and I can’t seem to figure out what exactly to download :confused: