I am trying to implement FFT for creating my Ocean material , and after reading some papers on it , I found that I need to run a nested two dimensional summation of wave height fields , so there has to be a loop for MxN times, So if M=N=512 , I need to use nested forloop iterating 512x512 times. So for me it wont be possible to do this manually in material. So I am trying to implement this in Blueprint. Now I want to pass the entire displacement vector as a parameter from blueprint. Will it be possible ? WIll the material show changes in wave height over time and other passed variable , if I pass the entire FFT summation result as a Vector parameter through my ocean blueprint construction script? Or the dynamic matrerial instance is only meant to identify RGB vector color and not displacment or normal vector logic?
Though I am not very much impressed with the plugin , as it looks very basic , and shoreline is not there , yet I took a look at the code and got to learn few things from it yesterday. Before that , I was able to create a water body with Gerstner Wave equation , with basic shore outline , as shown in the last picture(at the bottom) of the below link : https://answers.unrealengine.com/questions/107637/how-to-create-ocean-shoreline.html
But I am looking for something even more realistic , with proper wave ripples , and realistic interaction with shore , underwater caustics , etc. Something you get when you search for “California ocean beach” in youtube. I want to know how the waves create that rotational effect among itself.