Very nice!!! Congratulations!!!
Very nice, now you just need a little splish splash!
Started playing around with adding wakes to the boat and as much as I wanted to stick to a mostly blueprint approach, drawing to a Render Target with a canvas is working pretty well so far.
Anybody know how to draw a material to a canvas, it would help me skip a step?
Canvas has a DrawMaterialTile function, that could serve your needs.
Your overall approach is quite expensive though as you’re reading from waves in the texture to drive your gameplay - before getting too involved with what you’re currently doing, I would consider changing the technique so that you’re writing from the gameplay code to the texture instead
I know this is all expensive, I’m mostly using it for rapid prototyping. The wave calculations can be changed to a mathematical approach at some point and bypass the RenderTarget read part of the project. The wakes so far are only one way where the actors draw to a texture that is then used by material
I’m actually doing this to build the rest of the game until we get nVidia’s WaveWorks or UE4 has a built in water/ocean system.
Although when I was working in XNA, which just wraps DirectX 9, the render target read was not that expensive and you could get to it’s buffer directly like you can with a texture.
Awesome! Thank you for making a tutorial on this, great work!
I always like some good fluid dynamics.
I’ve been meaning to make a fluid simulator one day.
Wow, the tutorial video is so useful. Thank you so much for showing the community how you achieved this. Handkor, would you mind if we made a page for your video on the Epic Wiki?
I don’t mind. I had already attached the video to my other wiki entry as this is a disconnected part 2. This technique works for anything you can get a height value from.
I have a wiki page for your new video, here is the link: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
is your ocean material in first tutorial can wave? mine is like freezed.(i put it into teselated(waterplane)plane)
Did you attach a panner to your UV for the textures and are each texture using a different speed.
Thanks for sharing the material, it looks great
Only problems I have with all my water shaders are shores…
Do you have any idea how I could smooth correctly transitions between water and landscape without having to use transluency and depthfade? (because it removes specular lighting…)
No I haven’t tackled shores yet.
Opps i forgot the speed input.So sorry.But there is no big waves.Where we will set big waves ?
There is one or two parameters included in his material you can tweak to obtain big wave
Also make sure the plane is big enough, and not only a heavy-scaled little plane shape.
I just found a hacky way to do what I wanted actually…
I create 2 different materials and place 2 big planes.
On the first plane, I apply a “far” material which is opaque and masked. If the distance from the camera is < 5000 for instance, the opacity mask is 0.
On the second plane, I apply a “near” material which is translucent and create my shores and tweak a bit the reflection so it doesn’t look that bad…
I then fade it so the transition from the near to the end material doesn’t look bad.
That way I have great reflections on the far of my ocean and nice transition between water and landscape seen from near.
Thanks alot for that 30min video tutorial. Amazing !
It seems that the OceanManager class is not included in tutorial? So basically I have to modify HeghtMapReader, I mean add those new functions?