Material based water movement/displacement?

I’d like to create a material for water that uses displacement to create a ripple/wave fx (without relying on vertices).

I see various example materials that cause the entire water material to move up and down, but not that displaces based on a noise mask.

Does anyone know of an example in the editor that does something similar to this, or have any tips on how to create it?

Cheers

I use kind of a simple displacement for my waves using https://api.unrealengine.com/udk/Thr…Bump%20Mapping and panning multiple height maps and normal maps in different directions.

If you want more extreme displacement for your waves you can use https://api.unrealengine.com/udk/Thr…edMapping.html

if you want character-interactive ripples look into the fluid surface actor. it provides both geometry and normalmap ripples.
otherwise I assume you’re aiming for something passive, in which case you’ll need to displace via WPO with some math. look up how gerstner waves are done in UE4 for the very advanced version - technically you can do the same with WPO instead of Tessellation+Displacement if your mesh is dense enough. or for something more basic I remember some old tutorials where the WorldPosition XY was scaled and panned and hooked into sine waves to output as Z WPO