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Interactive Water Shader Test

Hey everyone,

I made an interactive water shader test to see if it is doable without C++.

The goals of this test were the following:

-Create an interactive water material entirely within the material editor.
-Must be fast enough to be used in a game and not just a tech demo.
-Blueprint driven (no C++ involved).
-Pack it into a single material function so it can be applied to any water material.

I can’t say I’m super satisfied with the performance, it’s over 600 instructions already just for the displacement (there should be room for improvement theoretically though) but the fact I was able to achieve this within a couple of hours is good enough for me :o


**
Here is test #2:**

Added buoyancy, faked caustics, normals, refraction etc.

This is amazing!! I want it NOW :D!!

Awesome dude! Any plan to release?

That’s awesome!! :smiley:

Pure epicness.

Thanks guys :wink:
**
Here is test #2:**

Added buoyancy, faked caustics, normals, refraction etc.

And yes I do plan to share eventually.
I should mention however that the performance is not really good enough… after the normals calculations got added it got to over 800 instructions… so yeah, keep your expectations super low :p:p.

Hello,
where can i download a demo from this fantastic Scene?
Greetings,
halobungie

wow speechless …

THAT IS A FAKE!!! There is no scene with liam neeson in it! And the water has no reflections and depth?

Who ever made this… he has certain skills… very ccertain… i will find him… and he will be my MASTER

Dude that would be really amazing! I believe that water is UE4’s biggest weakness! Cryengine has amazing water and UE4 has them beat on almost everything else. Hope this gets released! Amazing work!!

Good work so far!

The water looks like plastic though, compare an identical setting with real-time caustics in WebGL
http://madebyevan.com/webgl-water/

.

http://media.creativebloq.futurecdn.net/sites/creativebloq.com/files/images/2013/12/webgl-water.jpg

If you need a beta tester, i sign up . . .

I do as well. :rolleyes:

I thought materials didn’t use neither blueprints nor c++, but used some form of visual shader language. If not, it might be worthwhile to switch it over c++. Can’t wait to see more. :slight_smile:

updates? :smiley:

Or rather: Impressive. Please keep us updated :slight_smile:

Looks really cool. I think higher frequency waves would help make it look more believable. Currently the disturbances disappear very quickly (I’m sure there are practical reasons for that).

This looks awesome TK-Master - do want!

Dang, this is pretty expensive, right? I would like something similar to this but we are shooting for a mobile release so maybe not!

Looking awesome,

When do we get to use it?

That is correct, but you can use Blueprints or C++ to pass parameters into a dynamic material instance. That lets you create e.g. dynamic location-based effects!