Hmm then I’m not sure what it could be… which branch of the plugin are you using? I’m pretty sure that I have successfully packaged my branch at least.
Unfortunately the quality setting does not seem to affect the 's SSR. It’s not the same screen space reflections that you can get with opaque materials, maybe there is a new setting hidden somewhere that can be adjusted in the ini’s (unlikely).
Hopefully it’s early WIP and Epic improves (but I wouldn’t hold my breath for it :p)
Hey there . You’ve got a pretty good looking there. I’ve been experimenting with it for a little while now and have been trying to bring over features from my old water material over to yours. One thing in particular is giving me some grief, and that’s getting foamy caps on top of waves.
I was using multiple panning displacement maps in order to get the waves in my original material and then referenced those textures to place the foamy caps onto the waves. It appears exact method will not work in your setup from what I’ve tried. Any help on on some kind of workaround or pointing me in the right direction would be . Here’s a screenshot of my original setup and how I was getting the foamy caps.
I just found thread and the work you guys are doing is amazing. It’s perfect for a little pet project my friend and I have been thinking of working on.
I must ask, is it possible to implement reactive water? Like if I was driving a boat through the would it be possible to have the react around it?
Hey, i am using version 4.7.6, and have compiled the addon into my project, i can see the addon is enabled. Though i can’t find the bp_ocean system?
did i miss something?
is my first time using the addon, im not even sure if im looking in the correct spot… can someone please shed some light in a few quick steps on how to get it working.
Btw you guys have done some amazing work!
keep it up;)
Thanks for your time
According to one of the devs its a bug that OpenGL4 does not support the more the 16 samples limit. I don’t know anything about OpenGL/GLSL/HLSL/hlscc to try to fix it my self so I am stuck for now.
Nice thanks for sharing is the foam setup from Epic’s water material? I was meaning to take a look at that
Hmm the example boat blueprint is already drivable and posses-able
Sounds like you just added the plugin. You also need the content stuff not just the plugin folder
You should check the example project and map. I guess it can get a little complicated to add the to another project.
Oh that’s really cool! I would love to see how you managed to do that when you perfect it
To separate the underwater with the world I used technique called “localized post process”. You can take a look at it here:
I also used the gerstner information in our original as the volume size so it will relatively match the water surface. The rest is just some hacky setup for the fog.
The progress looks . Sorry that I have been absent recently. I’ve been moving into a new apartment, graduating, attending my bro’s wedding, and starting a new job XD! Suffice to say it’s been busy for me, but I do plan to continue working on the fish once I get my first paycheck. I need to purchase a machine that can run UE4 since I can no longer use my college’s computer lab. If any of you have suggestions for a good PC for running UE4 pm me :)!
So I’ve been trying to make Gerstner waves in blueprint for a bit (I’m not using the plugin itself, just using it for learning purposes). You may have guessed from my earlier posts that I’m not really great at (I’m more on the art side of things), but after a lot of trial and error and headbanging I got objects bobbing up and down to waves. They’re just not the right waves. The inputs are all the same as in my material, but I kinda figured that wouldn’t be enough.
Pic related is my function. Any help/advice you could offer would be appreciated. Thanks again for being cool and making . It’s been a lot of fun to play with/poke around.
Trying to build from source in 4.8 I get error and error only.
1>F:\UnrealProjects\4.8 test-TK-s-Dev-TK-s-Dev\Plugins\OceanPlugin\Source\OceanPlugin\Private\BuoyantDestructible.cpp(63): error C2039: ‘Actor’ : is not a member of ‘FDestructibleChunkInfo’
1> C:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Engine\Classes\Components/DestructibleComponent.h(24) : see declaration of ‘FDestructibleChunkInfo’
Will look into it later, but looks promising, hopefully and easy fix. Any one have anyideas to the cause??
Unfortunately reducing the texture sample is going to be tougher than I though… even though technically I’m using about 9 textures, the material is saying I’m using 14… it depends on what features you have enabled it seems (transparency adds extra samples for example, also SSR).
So as of right now it seems the only way is to make a lower quality opengl version… perhaps with no extra normals and heightmap displacement.
Sorry but I can’t promise I will do soon (although I will try).
I’m working on it as we speak I will try to upload (soon?) a “beta” 4.8 version.
But in that “beta” version some things will be broken (because of 4.8 changes) such as buoyant destructibles (they are too bouncy :p) and some other minor stuff… until I figure out how to fix them.
Should be working at least.
If you look at the \Old folder I believe you can find a semi-implemented blueprint version (BP_OceanManager) should have the correct math at least… but we found out the performance was not great (one of the reasons we use C++ for the buoyancy).
Yeah I would really like to have a waveworks version of the project but unfortunately the nvidia guys still haven’t implemented buoyancy or an easy way to get the height data.
However they changed something in the destructibles and now they behave weird… it’s like the density is divided by the chunk number or something.
Still trying to figure out a fix for (hopefully soon).
Uploading the project with TK’s fix as mentioned above. Check back for a link in 20 minutes. Take his advice its not a real fix, Epic Games has depreciated and changed a ton of things, again, that said, it seems fine with my whole 30 seconds of testing. Will test more on my actual project.
I might just have what your talking about. A fully blueprinted version was posted a LONG time ago and then the link went dead. I’ll look for it. It might be what TK is referring to though. But If I can remember corrected it was a “fully BP’ed project”