I’m trying to create my own Ocean shader based on physical movement but i don’t even know how can I translate it. i try to find solution my I give up after many ours. You’re my only chance ^^
Usually you need a bit more context before deconstructing a formula like that. Those giant crooked E like symbols are basically forloops and the i subscript would probably be like the previous value of some variable. But without seeing the rest of the math I don’t think I can just figure it out. I suggest starting with something a bit simpler or a paper that actually describes how everything was derived at, like this:
edit found what you are looking for. This technique is called Gerstner waves. I wouldn’t really recommend this project for somebody who is just learning how to translate math to shaders as this is one of the more difficult topics to start with.
They explain what every variable such as w and D do… the variable Q looks to be a steepness parameter for you to tweak… thats about as far into it as I have time to go atm.
You also forgot to hook up wave_steepness and wave_amplitude.
For fixing errors in the custom node, I suggest you open up consolevariables.ini (engine/config) and uncomment the line that says “shaderdevelopementmode 1”. That will give you more specific information about what the compiler saw and didn’t like such as line number. Could be the lack of above variables or some small syntax error.