Community Tutorial: Ocean Simulation

@Deathrey Thanks for this amazing walkthrough.

A mechanics to seamlessly change wind speed and direction can be added. Logic to implement it is quite simple. To transition from initial state to target state, you would slowly fade a small group of wave signals in the spectrum, once they are faded out completely, prepare new initial amplitudes for them, and start fading them back in, while also fading out next set of amplitudes. Selecting wave signals to fade out and in can be done using Bayer matrix, blue noise or any other pattern. Worth experimenting.

Does anyone have an example implementation for this type of control?

Hi. Currently working my way through this tutorial. However, it seems I might be screwed - 5.4 separates the Data Interface emitter link from the rest of the rest of the GPU dispatch settings - a apparently crucial separation from the tutorial:


Any ideas?

Hey!

Just to ask a side-question, as someone following this thread and working to implement the solution. What’s the major difference(s) between this and the water-as-a-solution in the engine? What does this do that the out of the box one doesn’t?

Number of waves and consequently, realism.

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Hi I’m having trouble setting up a virtual path for the .ush files that you have set up in your guide. Would you be able to help me with that? I’ve got the system working fully but I need to have my school course mates be able to see the water as well
thank you!

Virtual paths mapping can be added for project or plugin, by editing uprojoect/uplugin file, adding or editting AdditionalShaderDirectories.

Sorry would this be via the source code or is there a way to do it from within closed unreal? I might need a screenshot or two i’m sorry