Wow, already Xmas? Wonderful attempts creating underwater fog. is by far one of the best UE4 forum threads.
I can’t help with BP coding but hopefully i can use it in a small showcase project next year that may need both underwater fog and landscape height modulation.
Let’s kick Cryengine out of the water… indeed, is what we need to top:
the system work very well for what i need it.
Do you plan to add more options on the weather system ? like random weather change for snow / rain / sun / fog ?
Thank you for wonderful project. The waves are great.
I have been fiddling around with for a couple of days now to no avail. After following the wiki and attempting to load the project on its own I cannot seem to get the waves to appear. They appear to be functioning as the objects are bobbing up and down, but the shows up as the infinite noise plane.
Any suggestions?
Thanks for the tip.
I tried the updated download as recommended and still run into the default grid texture covering the .
When loading I am also told :
Last night I tried it on a different machine with 4.10 and had the same. Maybe it should also be noted I’m on osx.
Thanks
Well i don’t have much to offer to the project sorry to say, as i haven’t be using unreal for long a month at most, but i did add in a Auto Lighting option for the moon.
All does is adjust the MoonEmmissiveStrength and DayFadeStrength which is transparency depending on the time of day it uses the default set if Auto Adjust is clicked.
I finish my uni Java course soon and I’m going to take on learning the Unreal 4 API in C++ since they are similar languages it shouldnt take me toooo long and I’d like to start contributing to project since development has went private or dead. Physics interests me more as well as modifying the engine to enable modding in your game so I’ll probably start there but project is essential to one of my pet projects so I’ll definitly be putting some c++ time in when I can in the near-ish future.
I was reading back at about page 9 and found some info about when objects will sink slightly then pop back up. There was some examples of structs to fix it and messages saying they were to be built into the project.
Can anyone point me in the right direction of where to find them and any documentation which might help me use them?
I’ve been loving the hell out of project, but just noticed a quirk that I can’t seem to figure out…
With the day/night cycle, it seems that how dark it gets is tied to the starting time of day. If I start it at noon, when 4:30am comes, everything is still pretty bright. If I start it at 4:30am, then when night comes it actually gets pitch black. Any ideas what may be going on here?
I’ve also noticed the moon is terribly out of sync with the sun and comes up at noon. So far all efforts I’ve made to reposition it end with it being automatically snapped back to the starting location.
These are some really nice and detailed articles! thanks for the links n00854180t.
The first part is pretty much Nubtron’s BuoyantMesh system so perhaps it can be edited to use the force and damping algorithms from part 2 if only I had kind of article back in the UDK ways when I was developing my buoyant system and struggling to make it stable :p:p
Edit: wait that’s actually the article Nubtron has based his system on haha I don’t know why I thought it was a newer article (I guess because Just Cause 3 was released recently).
I will definitely share the underwater fog, landscape modulation etc. eventually… the problem once again is time I need to find some time to polish things and expose all the necessary parameters (right now it’s a gigantic mess with hardcoded parameters and only works in the demo level so unfortunately it’s really not in a “shareable” state atm at all).
Btw there has been a bit of progress with the underwater masking, it masks it somewhat decently (still far far from perfect but you need to look closely to find masking errors) but the problem is that I had to use the gerstner wave calculations twice(!) in the post process material which ends up hurting performance (it’s at least -10 fps in my machine) so optimization (or a better method altogether actually) is still needed but it’s something :rolleyes: it could be a high-end graphics option I guess.
It’s a quick scene I put together using a few marketplace assets (Ultra Dynamic Sky, Pirates Island etc.) just to see how far I could push the visuals. It took some tweaking but I’m happy with the results overall.
Getting just right cubemap captures for the skylight can make a huge huge difference, I’m actually working on a system that blends multiple captures over time (for example you can use 24 cubemaps, one per hour) so we can have seamless day-night cycles without any hitches (since it’s all pre-captured).
I should mention that I have slightly cleaned-up/blurred the reflections in photoshop in some of the screens since the artifacts from the ssr (I’m sure we all have seen those) are a bit too distracting
If someone from Epic is reading … please! do something about the reflections! we desperately need planar reflections… screen space reflections are just not good enough for something like especially not in game when you have control over the camera… in my opinion the lack of decent reflections in UE4 is the biggest rendering when it comes to water.
Is that coastline procedurally generated? If so that would solve my problem of having ports that need a coastline and not having to create 500-5000 sub levels of landscape sculpted coastlines for ports that then go to the origin rebasing level. I’m starting to take interest in getting my submarine simulator back up now that I know so much more about UE4 and finish my Java class end of the month then I’ll have all the time in the world to dedicate to underwater work.
Yeah it definitely is a big hit for a post process, VR or no VR
But I have a cheap method to do by having a small PP volume with blend radius follow the player camera and smoothly “fade in” the underwater fog when the camera goes underwater (so we only need to run the gerstner lookup in blueprint, which has no cost).
Obviously it won’t look as good with that method but at least it’s cheap Also you could do it GTA 5 style (snap the camera underwater) although I have not yet seen how they handle it in first person mode.
I wonder, has any game ever done the proper way? Every game that I have seen tries to avoid by either having flat water or doing some kind of camera snap or fading.
Oh right what happened with your sub sim btw? It’s definitely a game I would play if done right not many of its kind either.
There is nothing special going with the coastline (apart from the heightmap modulation, which I mentioned in previous page) it’s the same depthfade foam that the shader has (I adjusted some parameters of course).
If you feel like experimenting… the heightmap modulation function looks like : http://www.mediafire.com/convkey/10b7/cll8hnov7go2lm6zg.jpg?size_id=5
You should multiply the Displacement Alpha with whatever goes to World Displacement input.
The commented variables need to be set based on your landscape (location, scale, (texture) size, and the heightmap texture), notice that there is no rotation variable (apparently I suck at rotational math) which means your landscape should have 0 rotation.
The heightmap texture can be exported from the engine as png if you have sculpted it by hand, then import it and set the texture compression to HDR to take advantage of the heightmap’s 16bit.
All of that will be optimized and have exposed blueprint parameters eventually (sometime before 2017 hopefully :D:p).