Sweet, can’t wait till you have a material on it.
Ufna, just spotted as I was browsing the forums and thought I’d tell you. On your website for seacraft, you have “Be Envolved”, it is spelt “Involved” instead. Just wanted to let you know. Looks like a great game!
Oops, thank you, fixed now
one looks fantastic… im buying my ue4 account very weekend and i cant wait to get the final tutorial or files in order to do … im emigrating from the old school XNA and yes blueprint will be my nexus to the engine. Nice work man.
The videos are so mesmerizing. I feel like can just watch them for countless hours and not care one bit. Great Work!!
Wow I just stumbled upon thread, Sauce! Wish I understood it lol
work!
in an RPG to see with Boats will be !
Ocean Shader Download
**Here is a .rar file with the materials in it. **
Installation:
Must be updated to 4.1
Extract “Ocean Waves” folder to your project folder within:
…Content > Materials
Sorry I haven’t been able to write up anything just yet. Life and work has been hectic.
Feel free to post images / video of how you have modified or implemented in your own projects!
PS: The math isn’t fully complete, and the shader does need optimizing and cleanup
Nice - thanks! Any tips on what you’re not happy with regarding math and optimizations? I’m checking it out now, but math wasn’t exactly my strong suit in college.
Now we just need to find someone to texture madness
Really . Thanks for sharing!
What would be end up plugging into the Texture Sample in the material? It seems it’s either missing from the .rar
Thanks again
Beautiful work, absolutely beautiful. Thank you for sharing.
If you’re getting an error it’s because you didn’t import it correctly. The file structure has to remain the same upon import. You can move the files (inside the editor) after importing them, but the material functions and textures will break if you don’t drop the OceanWaves folder into the Content -> Materials folder.
Can anyone come up with a computationally efficient way to get the difference in height between a landscape and a plane (such as )?
I’m thinking I could control the wave functionality based on water depth, and therefore simulate shorelines vs. deep ocean waves. I’m guessing I can do it by doing trace calls from one to the other, but I have a feeling that could get expensive. I guess you could do a trace just a few times to get the base distance (as it wouldn’t change unless you’re doing terraforming).
Any thoughts?
No problem everyone
Glad you are all finding it useful.
@ - If I am understanding you correctly, you are talking about a way to “Mask” off different wave characteristics based on water depth correct?
If so, you could do with a [Z] mask in world position. That would allow you to build a nice range and falloff. If you wanted something more complex, then you would need to get a bit more creative I LIKE CREATIVE!
I will try and brainstorm a bit over the next few days and see if I can think of anything in particular.
Definitely looking for more complex. I’m knee deep in a procedural landscape shader that handles angle, height, and distance blending along with some of the more …creative stuff, like procedural tesselation and decal generation (size, angle, tint, etc) based on the angle of the landscape (for the shoreline between high and low tides).
I’m building procedural islands - I need a few thousand of them - so the water shader would have to determine how close it is to a shoreline and the angle of the shoreline (helps cover edge-case scenarios for when water is pushing against a beach or a rocky cliff face).
I left your shader running in simulation mode for 2 hours and came back to a dramatic drop in FPS (from 75 to 4), so I believe I’m starting to see your concerns regarding completeness. I’ll do some more testing and see if I can’t figure out the cause, though I’m trying to do way too many things right now as well and probably won’t have a solid solution for a few days.
I see.
@ FPS Drop - That is odd. I have had it run for quite some time with no drop in performance (At least from what I saw). I don’t think there is a memory leak in UE4 Shaders? Not sure though from your description o.O
Perhaps an Unreal Developer could give some insight as to why might be occurring?
@ - “Angle Detection” - I have done before. Let me see if I can whip up something. I need to go through the math again.
Thanks for the help J, I’m interested to see what you come up with!
As for the FPS drop, let me run some better unit tests before we involve the staff - I certainly want to rule out other potential problems first (I placed the shader into a map with two large landscapes and an overly complex time of day system).
Actually I have same problem as well. When I placed the whole folder in the Content folder of the Example project everything is there but in the material all links to the MF and textures are broken. What is import you speak of? AFAIK you can not import .Uassets via a menu, you can only place them into a content directory via windows explorer and then they will show up but each and every time I have tried all of my material links have gone dead. What am I missing here?
Try deleting all the files from the editor that are associated with the ocean shader (+ the folder), then close the editor. Re-copy the folder into your Content folder while the editor is closed (and there are no existing traces of the files from a previous copy/paste).
That’s really all I know to try, as I mistakenly put them in the wrong folder when I originally tried (misread the location). I tried moving them in the engine as well as out of the engine using Explorer (with the engine still running) and it didn’t help. The only thing that solved my was doing what I just described.
I think the is that, as far as I can tell, the texture isn’t even in the .rar, unless it’s using something from default content or engine content?