Infinite Ocean -Procedural Materials Ocean And Infinite Blueprint

Infinite Ocean

Procedural Materials Ocean And Infinite Blueprint


Trailer:




MarketPlace :
在材质创建的Infinite Ocean - 虚幻引擎商城

Drop, and play

  • Runtime light, default light and EV100 light
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  • Runtime Procedural materials (no Texture,no SceneCapture)
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  • Caustic Lighting Replace (Lumen Only)

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  • Control Time
  • Quality highly customized
  • Foam
  • Not Transparent !(AAMask)
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Not yet:

  • Physical Simulation
  • Buoyancy
  • Underwater Vision
2 Likes

I hope the new game Subnautica will have the same beautiful and realistic water :star_struck:

Version 2.0

  • New Setting mode
  • “Caustics Reflections” has now been integrated into “BP_Infinite Ocean”.(UE5)


3 Likes

Verison3 Test [WIP] :thinking:
Naigara wave foam!!!
The function has been implemented, and still doing some fine art tuning.
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3 Likes

i purchased this. it looks simple but i need tutorial for detail setting, any document here?

1 Like

I’m running a fever and progress is slow. This is the progress so far, basically redoing the shader :smiling_face_with_tear:



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3 Likes

Looks amazing, can’t wait to try this in my game!

I don’t want to create false expectations, but I haven’t released this effect or the WIP version (Version 3) yet. After the global pandemic :face_with_thermometer:, I am currently busy with some backlog of demanding projects. I haven’t been able to find the time to work on it yet. :joy:

This looks great! For our project it is perfect, because the wind option gives a very realistic effect to have a “fake” moving ocean around a static ship.

Just wondering if you might be willing to implement a masking system to cut holes into the ocean? I’d personally be happy with a texture/heightmap based system. I haven’t had luck with Oceanology’s distance field method.

I previously made a commitment to the functionality of buoyancy, but my progress has been significantly delayed. Since the focus of this project is on “infinity”, I encountered difficulties during this period, and the idea of using GPU to develop quadtree was not good, with unsatisfactory performance and effects. However, the good news is that I have finally implemented a better “infinity” than quadtree, and it has been completed. All this is implemented with shaders, so it is entirely GPU computing.


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This is buoyancy, I have completed the GPU computing. However, in order to implement the gameplay, I need to port it to the CPU, that is, to make it into a component that can be used in a blueprint.
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There are still some art works to be done, and I believe the new version will arrive soon.


WIP:
The following are some more interesting features, but I cannot guarantee that these will be implemented before this update is released.