Physical Water Surface

OK, lets wait for the asset to be updated and I will show to you assembling the material.

I think it already is updatedā€¦ It is for me at least. I have access to the masked demo and everything

I didnā€™t get notification, weird. I will start doing it.

@meuliano I found that the shiny material instance and the water material is sort of OK, and it already has a foam integrated, but it adds a spread foam along a noise texture, just to give a smooth look on the water. That foam texture is ok to implement the foam cap at wave crests, that you want. I tried to apply the solution found in the material from this project: [Community Project] WIP Weather & Water Shader - Game Development - Epic Developer Community Forums the ocean_ultra vestion, while that foam cap looks good, it didnā€™t fit well in this shiny material and Im not sure why. You might want to take a look at that material aswel, because you wanted to use in a stormy environment, so big waves, and I have found that the foam cap just was too huge to be visual appealing.

The good on the Gestner waves implemented, it that you can just change the appearance for the water into his water material for another that feels right to you (check the wiki for this). It might be possible to adapt that ocean ultra material inside this one, but will take a while, it is not simple plug and play, it has to try some experimental values along.

@NilsonLima thank you so much for the help! Ill play around and let you know what I come up with!

Hi. I had the following problem. When transferring my project to the version of the engine 4.19 ocean stopped working. What am I to do? In advance thank you for the answer.

Can you please give me some more details what you did, and what is not working any more? I assume you switched to engine version 4.19, but did you also update Physical Water Surface to the latest version? If you havenā€™t, I highly recommend you do this:

  • Delete the old version of Physical Water Surface from your project, and make sure that all the deleted files are really gone by using the the file explorer of your operating system (the content browser in the engine sometimes doesnā€™t show all files).
  • Right click in the content browser and migrate your project files to a new project. This step is optional, but it helped others who had similar problems.
  • Add the newest version of Physical Water Surface again to your project.

Please let me know if this solved your problem.

Thank you for your reply! The question is that I have already made a number of changes to the pack to adapt it to my project and I would not like to do it again. 4.19 but for some reason blueprint not picks up the material and not running the animation of the waves.

First, please make sure that itā€™s not this bug.
Which engine version did you use before switching to 4.19? How did you switch to 4.19, did you use the ā€œMigrateā€ functionality?

Hi Guys,

Does anyone have any experience using this with truesky?
I cant seem the get the light to react with the ocean.
thx!

There are special nodes in TrueSky to use with translucency material as far as I know, but the material in the Physical Water Surface asset is opaque, unless you have changed it. Those node and their usage are in their documentation (nodes only appear with the plugin installed).

Thx, tried the nodes but that didnā€™t work the way i wanted to but stumbled accross something that did the trick. :slight_smile:

I want the boat not to turn over when I jump. Is there a way?

Anyone has used it on mobile (IOS tablet)? I have problems for water surfaceā€¦

You can influence the stability of your boat (and the probability that it will flip over) by adjusting the placement of buoyancy points. If the points are not spaced very far apart from each other and the center of gravity of your boat is very high up, the boat is not stable. If you lower the center of gravity, and arrange the buoyancy points further apart, it will become more stable.
To prevent the boat from flipping over completely, I would try to use ManualPoints Buoyancy Mode and place some additional points far outside the hull of the boat, to increase stability.

Iā€™m sorry to say that mobile devices are not supported at the moment.

If you wanā€™t to make really sure that the boat doesnā€™t flip over, you can place a large number of buoyancy points above the boat (shaped like a dome). When the boat starts to tilt, these additional points above the boat will start to make contact with the water and create an upwards force, preventing it from tilting further. This way, the boat will always roll back to an upright position.

Whenever I try to add manual buoyancy points, I canā€™t actually see the points until I press Play. Is there anyway to get it so that I can adjust the point locations and visually see them before I test the effect? Turning on draw debug will show them in Play Mode, but not in the editor itself.

At the moment this is not possible. I will check if I can make this possible in the next update. If you have a large number of points, I recommend to create the coordinates in an external software, and import them into the engine. See here how to import tabular data: Driving Gameplay with Data from Excel - Unreal Engine

Physical Water Surface is fully compatible with the newest Unreal Engine version 4.20

Hi your work is awesome!. I have a problem with the ship movement (check the image). When I try add force to my mesh, it has a strange behaviuor and does not moving forward correctly.
Can you help me? Maybe I have to add more flotating points?