[Community Project] WIP Weather & Water Shader

Lower waves on the beach would be nice. As in the video below.

First of all: Great Work, Guys!

Now I got a problem with the Buoyancy, that I was not able to figure out yet.
My Buoyancy Objects and my waves are not synchronous. My Boat moves up the wave, when the wave did not even reach the boat and moves down in the middle of the wave. Looks like its just shifted by PI.
Maybe you guys can help me on one.

Cheers

Im loving but you should add the ability to tie wave height to a variable so that we can have storms where the waves get higher.

Okay fixed my problem.
If anyone got the same:
The Mathematical Waves are off-sync with the material waves if you only simulate your scene. You have to actually play the game.

Even then its not perfect. It all depends on the weight of your buoyant object, the number of test points, the density of your water and your test points etc. Theres a formula in the source, or at least there was. Its not 100% physically accurate simulation. But close enough for most needs without more expensive displacement algorithms.

What about something close to style any shader around here


thank you

I am trying to add to a project (using guide: https://.com/UE4-//wiki/How-to-add-to-your-project) but I keep running into unhelpful error when I try to use BP_Ocean:

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The message log is empty.

I think it is probably because the Blueprint was compiled/saved with a different engine version (I am using 4.8, but evidently not exactly the same version).

I am able to open some other BPs. I have compiled the C++ components for the version I am using.

Any ideas?

Thanks for water! Look like the better one for me. I have a question for you, I want to use the water two time with different setting, but the second water overide the setting of the first one. How can I use water two time in my game ? Thanks for the future answer :slight_smile: good day all of you!

If I add a physics constraints component to my boat it starts spinning ferociously, I assume that it somehow messes with the buoyancy. Any thoughts?

Hey guys, absolutely amazing work so far!

Running into error when source building UE4 with the plugin, any help at all would be appreciated!

1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
1> Building UnrealHeaderTool…
1> Target is up to date.
1> Parsing headers for UE4Editor
1> C:/Users/*****/Documents/UnrealEngine-release/Engine/Plugins//OceanPlugin/Source/OceanPlugin/Classes/OceanManager.h(18) : Property is exposed to the editor or blueprints but has no Category specified.
1>Error : Failed to generate code for UE4Editor - error code: -1073741819 (-1073741819)
1> UnrealHeaderTool failed for target ā€˜UE4Editor’ (platform: Win64, module info: C:\Users*****\Documents\UnrealEngine-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealHeaderTool.manifest).
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ā€œā€¦..\Build\BatchFiles\Build.bat UE4Editor Win64 Developmentā€ exited with code -1.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

Thanks!

If you package a game and used Enable Stay Upright Constraint, then you most likely will receive a crash when running the game. Modify BuoyancyForceComponent.cpp, about line 279 should be:


ConstraintInstance.AngularSwing1Motion = EAngularConstraintMotion::ACM_Free;

Well at least that worked for me.

Hi all. It really is a wonderful plugin, but I have a problem with it:
11d3a9acdfe90030e20f889e8ad9e110eec49e02.jpeg
In the editor, the water looks good, but in the game there’s a bug:
3ce188ca799ba768cc13ff5e7fc3e9f1573474f8.jpeg
ffcee03473bb7c0b47b5b853a1c1b8b5651507ca.jpeg
Do you happen to know what could be the problem?

I’m following thread because love to see a nice water in videogames. But, here’s the thing I didn’t see yet here. How to built a realistic water shader and the water itself reacting with other object, deforming its shape when a character walks over it just like in Batman Arkham Knight, The Witcher 3, Crysis…?? It’s sad that we don’t have any facility to do that kind of water stuff yet Epic :frowning: please JUST DO IT!!

Hi, I hope you have some smash from wall or any object…Thanks more power

So I managed to get the BP_Ocean into the level, but now there is another problem:

While I was searching for the cause I noticed in M_Ocean:

Not sure if it’s related

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:

I mean kind of water reacting with characters and other objects colliding with it:

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In UDK is a fluid surface actor I think.

Where can we get that info mate? :eek:

I downloaded the .rar from Google Drive (https://drive.google.com/file/d/0B7Z9rT16MoBoSzVRYXl2Q21oSTQ/)

I am trying to use it in UT4, which is currently on some instance of UE 4.8.

I have tried directly copying the plugin and content folders over in Windows Explorer as well as migrating from within the editor itself. Whichever way I do it I am prompted to recompile when I launch my project (which I do) because the dlls were built with a different version of the engine .

https://.unrealengine.com/showthread.php?3609-Project-FluidSurface-Plugin&highlight=fluid+surface+actor

Dear Guys,

first, your work is so **** nice!

Second, I got a question concerning underwater live (flock fish). How can I prevent them fished to swim through the landscape mesh, rock meshes etc? I thought the collision setting would reach goal but they don’t (blockall, blockdynamic etc don’t do anything).

I would be very happy to get some help soon as I need to be done 'til next friday.

Thanks a lot!