[Community Project] WIP Weather & Water Shader

Thank you all for the effort put into ! I am working on a project now where fits perfectly.

A tip if you want to use it on rivers and stuff; Flowmap painter.

The new update fixed my wierd bug hat I had, when it didnt lag when I was in the foliage mode, but in the other modes :smiley:
Thanks! :slight_smile:

http://ibin.co/1vjmTOtFhSUS

We have a driveable ship for the surface and submerged I dont know how much code my partner would want to give away but perhaps you guys can talk in private.

Gonna check out your branch and see how it looks.

I got a decent method for clouds that might be a good fit here. What sorts of capabilities would you guys like to see in a weather system?

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Hey I got lo-poly bird model with grounded, flying, and flapping animations, just need to apply the texture and export it from UE4. Blender doesnt export animations well and I dont know how to use Maya, really expensive virtual paperweight on my computer.

I believe the general idea is to start off with clouds, wind, rain, lightning and then move on to snow/sleet and a whole integrated system with the calander system etc. Fully dynamic and realistic. I know depending how fast we develop our game we will be making a full weather system wheter (no pun intended) its before the team finished it or not will make the difference if we have to buiild it in which case we would probably share most of our weather systems. I’m sure or or tk would love to see your project, dont know if you want to release a public copy or not.

I’d like to integrate it into project, so it will be public. Figured I’d save some folks the hassle of trying to do with particles. But right now its just a material on some spheres, not much to see. I’d like to make it more configurable before I throw it in. So I guess my question is more, what sort of cloud parameters would people find useful to manipulate?

Personally have them as tweakable as possible without getting too technical. Wind direction, height of clouds, density, size of cloud ā€œclumpsā€, number of ā€œclumpsā€ i dunno things like that.

My wish list for clouds:
Cirrostratus cloud - Wikipedia for those gray days
Altocumulus castellanus cloud - Wikipedia for ā€œeveryday cloudsā€
Fractus cloud - Wikipedia if you just want a few small clouds in the sky
Cumulus mediocris cloud - Wikipedia for rainy days

It would be a very nice to be able to use more than one type of clouds; ie fractus clouds below cirrostraus clouds to break it up. The important thing for me personally is to be able to design the clouds a bit, to break up uniformity.

I believe in doing things like based on ā€œrealā€ data (breaking down clouds to why they look different), trying to design a system with artificial input like height and density alone and at the same time create realistic results is probably very hard. My preference is ā€œcorrectā€ variable types rather than abstract ones; I find physically based materials much more intuitive compared to having specular, specular power and the like.

I have tried to create clouds myself, but I am not skilled enough to create something decent :slight_smile:

Has anyone here attempted to run with VXGI?

Everything should be controlled by the calendar and wind. Wind is faster at night / winter months. Wind controls direction of wave caps, clouds, foliage , rain/snow, etc. I’ve got a dynamic wind system in blueprints. Fairly simple (it just adds/subtracts a random float from the current rotation of the wind directional source, which adds the feel of gradual change of direction and speed.

http://www.blendertek.com/BirdForKomodo.rar

Let me know if that works, its just an import from my Unity project the cut out any extra frames it imported. Unreal does some odd things importing sometimes, then I used the ā€œBulk exportā€ function. Let me know if its missing something or whatever. I didnt include the texture yet, let me know if you need one.

looks really interesting, how is it as far as performance? I would love to take a look at it and try it out and see about integrating it some time :slight_smile:

Controls would be density, individual cloud size (in a range so they aren’t all identical of course), direction, speed, height from ground, height from cloud base, color (to get highlights from the sky color), separation (each cloud far apart or close together, again using a range), and shape (using textures). Probably a few more I’m missing…

Many of these controls will need to be integrated in with the skydome as it will be controlling the weather soon. I would prefer to expose these parameters in the Skydome to manage everything, and have the clouds as a component of the blueprint. Does that work in case?

Really interested in , keep me updated! Let me know if you need anything :slight_smile:

Community requires me to use physics to get any kind of buoyancy effect.

How am I supposed to make a cheap physics object? Remember players will be on it, cannons, furniture, sails, rope ladders; its far from finished.

Great thanks! I’ll look at it later tonight and let you know.

Were looking into per-poly collissions for our submarine for the deck and bridge, will let you know what we figure out.

I would like to nominate , , and others who have been working on the system and weather, flocking system, and other systems, for a from Epic.

They have given a lot to the comunity and I think it would help them with their continued contributions.

Hey Diftow, I was talking about with TK earlier, we are currently implementing the basics needed for to work. The ā€œGetWaveHeightā€ function of the OceanManager class (which BP_Ocean derives from) has now been exposed to blueprints. There are a couple other steps we have taken in code to offset the regular time by the server latency to prevent any discrepancies.

TK had a quick setup on his GutHub branch of the project, we are currently testing it out. I hope to have more info soon. We can also use an ā€œanchored locationā€ (you can enable that mode by turning off physics on your ship), you will see the ship up and down rather unrealistically at time, but I will try to improve that to see if it could solve.

The colision between the player and the ship itself is something I do not see us adding in at point, so that part you will need to implement.

So we are making progress on it :slight_smile:

For some reason, I can’t build/launch the base OceanDemo(at least the branch that I downloaded). But, if I turn off the fish manager, using the settings from the vid I posted, I get 70-80 in the editor, 60-70 full-screen standalone, with the editor open, on a 280x. Draw distance there is 5 km, I get 45-50 fps at 10km, 35-40fps with the draw distance turned up to 75 km, though there’s some room to play with the scaling function. I’m about to test multiple layers, so we’ll see how much that will slow it down.

It’s a separate actor now, but most of the machinery is in the material so it shouldn’t be too hard to integrate it with the SkyDome.

Testing the procedural terrain system.

What are possible uses of the getwaveheight in BP? It could be used for a buoyancy system but that’d be too performance hindering, anything think of any good uses?