Dynamic physical ocean

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Very cool! :slight_smile: the mathematical approach seems way better :wink:

Thanks for going through all that math btw… it’s much clearer to me now.
I like how in C++ it’s like 20 lines of code while in blueprint it’s utter chaos :D… the material ends up looking way more complicated than what it is.

I wonder if you can make custom C++ nodes for materials? (is that a thing?)
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You can write HLSL snippets for your materials, so yes it could be brought down to a small box of code.