**Due to the amount of requests regarding my previous ocean development kits (and the need that seems to exist regarding fluids),
I have decided to return to the UE4 marketplace in order to resurrect this for those interested.
Development has officially commenced and I have re-built my toolkit (still much to be done). **
Details: Tool Type - Ocean Blueprint
Tool Operation Description =================================================================
The FX Ocean SK is an accurate wave simulation built for rendering frequency and wave properties that
propagate through a volume dependent upon specific influential factors (some of these include
wind and object detection). The blueprint will house several key features that allow the user to
dynamically tweak all parameters, build realtime and dynamic beaufort scales, modify liquid attributes,
Features & Performance Focus:
My main goal is to create something that looks good and runs on high end PC’s. This shader, the foam
(whitecap) systems, Sub Surface Approximations, etc. Are not built for low end specs. If one would like to
implement this into a lower end system, it can be done (however I will not be taking the time to build
a secondary version). I have built the wave calculations in both HLSL and Nodes with a .cpp note file
that displays all equations used within the custom nodes. =================================================================
Currently Completed (but still in need of cleanup):
Gerstner Grouping Approximation
Custom Whitecap (Foam) Algorithm
Custom Sub Surface Foam Approximation
Custom Sub Surface Light Propagation
Additive Particle Penetration Approximation
Foam Backdrop Shading
Calculation of Micro() Theta Values
Basic LOD Algorithm
Displacement Marriage Algorithm
Not yet worked on:
Leading Normal Equation (Object/Fluid Interaction)
Perlin Distance State
BP Feature Links
** There are a few more that I will list at a later time **
A Few Quick In-Game Snapshots: (This will be updated through time):
@ Kajisan - I am developing my own system (although I believe some of the sources for research are the same).
I am currently re-vamping the entire look. I was not satisfied with the above results and am wanting a much more realistic implementation. Therefore I have scrapped everything accept the wave algorithms and am re-writing all other equations.
My current focus is:
Proper distance and angle based comparison for extracting an animated folding map
This feature will not be added for this specific kit due to project specifications and their implementations. However, saying this, I have built all equations in both HLSL and Nodes so it should be trivial to match buoyancy properties.
The end goal is to have a full weather support system. How dynamic this is will depend on several factors. Some in-depth features may come in later updates due to time constraints. Some of the weather parameters you can look forward to in the initial release is sky/cloud control (most likely 2D for the first release but would like to build a volumetric 3D cloud system for later release). Rain is another feature, as well as lightning tools and water based particles.
The ocean shader itself will be built to deal with shoreline mechanics. The depth and complexity of these mechanics will most likely be extended in updates. However, the end goal is to fully implement wave arks.
The ocean will be fully customizable in terms of it’s look and rendering. Saying that, the equations I am implementing are geared toward specific behaviors and attributes. Therefore if you would like to create (let’s say) a stylized ocean such as Zelda Windwaker but using this tool, then you could use the functions I have made for items such as Wave Calculations and Angle Thresholds in order to build a stylized ocean very quickly.
I unfortunately can’t say for sure. I am in the middle of moving to a new state for a new job and preparing for other time consuming deadlines. My hope is to get it out as soon as possible, yet not sacrifice quality in the process.
Features in first launch:
Fully working wave algorithms
Dynamic Foam Approximations & Algorithms (Not Height Based - But an EST of Gas in a Liquid)
Light Scattering Approximations
Dynamic Range Scale (roughly based on beaufort principles)
Vertex Painted foam localization (or dynamic depending on time).
Okay quick followup question based on the fact that I have very little knowledge in ocean/water systems: how well will this run on consoles, given that oceans are often only part of the game’s performance cost?
For example, I’d love to have a beautiful island with an ocean that looks real enough to regularly fool players, but all of that (combined with weather effects and online gameplay) seem to pile into one expensive shopping cart. I’m guessing you’ve done this enough to provide options to turn certain parts of the shader off to save performance, but my question is more about how far you think you can push the shader (with all of your complex algorithms) before someone on consoles has to **consider **turning off those features (in theory)?
@ Zooch - This system is built to replicate certain behaviors (performance will not be based for lower end systems). I will implement toggles for the separate features, but further optimization will need to be based upon developer efforts for their specific project. In regards to your question about how far this shader can be pushed until it is too much, I am not sure yet because I haven’t finished all of the equations and their implementations.
@ Nobody - Glad you are interested in the SK (Starter Kit) I am developing. Buoyancy should be trivial, I wouldn’t worry about it too much
@ Kanizitas - That is your choice to use the free ocean tool. It is a great product and a lot of hard work and time has gone into it. To be fair though, in regards to your quote
my first quick ocean shader (and promise for a future tool) came 5 months before and was free to the public: