Got an ETA yet?
Got it, thanks! I’ll pick it up once it has shore interaction.
Here is another high quality Gfycat showing surface details at low wind speed.
Here is another video, showing a buoyancy simulation and screen space reflections.
In this new trailer you can see how the water surface is added to a map, how the buoyancy component is added to an object and how wind speed and fetch length can be changed, directly affecting the sea state.
Already on market Place? I wanna Buyit. NOW!!! Hahahaha
This is amazing. Simply amazing. When are you going to release it? How much will it cost?
Glad that you like it! I’ve submitted it to Epic, but at the moment I don’t know when it will become available. Rest assured that things are in motion and I will let you know if there any news.
Wow, amazing!
Any plans on making simplified mobile version that performs super fast on Android?
Awesome
Where is the link? What’s the point of posting it?
it’s going to be 1-2 month before it hits the marketplace, Any other way we can purchase?
Not at the moment. Right now I’m working on a wiki entry for documentation, my goal is to have the documentation ready for the Marketplace release date. I don’t want to sell a product without proper documentation, so I won’t make it available just yet.
This looks truly awezome. Will it have postproccess effects like underwater++ like the Cryengine water does? What will the pricetag be?
Can you post an image or video of the effects you’re talking about? Concerning new features, I guess I will just listen which features people want implemented most urgently after trying out the first release, and start working on that.
What do you all think would be a fair price for Physical Ocean Surface? The current most important features are:
- Ready to use WaterPlane Blueprint with infinite ocean system (water plane mesh moves and scales with camera movement)
- Wind speed and fetch length can be easily changed in the details panel
- Buoyancy Component Blueprint utilizing the UE4 physics engine
- Fully parameterized water material, two material instances with different art styles are included
- Demo Blueprints that show how water height and water speed can be easily queried
- Maps with the scenes from the last few videos I posted are included as a starting point
Thanks for your reply. Have a look here: CryEngine 3 - E3 2012: Water Walkthrough (Cam) - YouTube . This is the Cryengine3 water. The new CryengineV water sucks. If you manage to get it to look really realistic, I would gladly pay $50/70. If its not in the shader already, I would like to see:
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Foam
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Foam distance
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Difusivity
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Deep distance
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Metallic
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Caustic
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Specular
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And maybe rain as a bonus
These are settings that is included in the LAM watershader from VEA Games.
Plz. When comes to market place, tell me. I Really will need that for my game.
Also, I need to do a few questions about your plugin:
- There is translucency and SSR?
- There is a way to detect when character submerges, to fire some events?
- Is a simple plane with material, or is a infinite plane generated on the fly? I ask that because I will need to change the parameters using vertex painting techniques, or something similar. My project will have areas inside buildings, and there i don’t will want waves. In other words, there is a way to make “Holes” on material, or something similar?
- You will provide the buoyancy component?
- Can you provide to me ONLY the material for some tests? I really need to know how this works before waiting for something that maybe will not work for me at all.
- Just to be clear, it’s not a plugin but a collection of regular assets
- Currently, there is no translucency. SSR are enabled, you can see them in this video: http://gfycat.com/SnivelingDeliciousAnteater
- A blueprint is included that shows how you can query the water height at a location (X,Y). You can easily create a blueprint that fires an event when the Z coordinate of your object becomes lower than the water height.
- It is a simple static mesh plane with a material applied. You have the option to make the plane follow the camera (infinite ocean system), or it can remain stationary. Having holes in the water is currently not a feature that is included. There are multiple ways how this can be achieved. You could make your own static mesh for the water plane with the holes you need. There will be documentation how to replace the static mesh. Or you could use these techniques to make a part of the water plane transparent: Diablo Style Wall Hiding in Blueprints - Programming & Scripting - Epic Developer Community Forums or A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
- Yes, the buoyancy component is included, of course
Than you. If is a single mesh, I can use vertex paint to tweek values.
congrats pal, maybe in 10 years you will “arrive” at functionality of Flex
Allow me to expand:
you started with the height map + underwater volume estimation for convex shapes + basic Archimedes law,
then you proceed with heightmap + buoyant primitives + iterative algorithsm
Next step? water primitives + boyant primitives = some sort of SPH or PBF etc …