Physical Water Surface

I want to explain what happened here: Jonathan contacted me and asked about a possible collaboration between us with the goal to integrate the transparency feature that he developed on his own into Physical Water Surface. I told him that it is quite difficult to integrate third party content into marketplace assets and that I’m already planning to implement transparency myself instead. But I encouraged him to share his methods for creating the transparency, either in this forum thread or in a dedicated chapter on my wiki page. He did not want to do this, instead his new idea was that he wanted to sell a transparency update to people who had bought Physical Water Surface on the Marketplace. I told him that I was not open to this sort of cooperation.
I didn’t ask him to delete any content. On the contrary, I have and will always encourage him and other customers to share what they have done with Physical Water Surface and how they have modified and improved it.
Jonathan, my offer is still standing: If you want you can write a section on my wiki page about your transparency modifications. I’m sure that a lot of customers would be very interested to see how you have done it.

When the pluging will be update for UE4 4.17?

I’ve submitted my patch for 4.17 to Epic, but they have not released it yet. Anyways, there is only a small problem in 4.17 that can be fixed easily: If you update your project to 4.17 and the water plane is gray and not moving, please read here how to fix that.

Hi @, awesome plugin! Just one thing before purchasing: Does this work with 4.16 custom builds? I’m having 4.16.2 with quite a few of GameWorks tech included, just want to make sure I have no problem with it since I cannot try before hand :). Cheers.

I can’t say that for sure, I’ve never tested with custom builds. What I can tell you is that I’ve never heard of any customer having problems with custom builds. And also, Physical Water Surface is just done with Blueprints (no C++ code), so I’m optimistic that it will work.

Epic have processed my update, you now can download the version of Physical Water Surface that is compatible with 4.17!

Hello , I am very interested in purchasing. Can you tell me a few things however.

Can I blend the water meshes so that as it gets closer to the land, the waves become smaller. Can I blend them so that when a river meets the ocean its calm and then going into the ocean water.

The easiest way to achieve this effect is to scale the amplitude of the water displacement using Mesh Paint. Here is a tutorialwhere Mesh Paint is used to add foam to the water surface, the concept is very similar.

Hi!

Someone know how to make such buatiful “Object Foam with Distance Fields” ??

**BlueBudgie write on video short answer: **

You enable ‘generate mesh distance fields’ in the render settings and then use the ‘getdistance to nearest surface’ node in the UE4 materials editor to lerp stuff in/out around surfaces like foam.

But i did not understand how to insert getdistance to nearest surface right((

Looks solution based on this right??
https://forums.unrealengine.com/development-discussion/rendering/21891-tidal-water-foam?51242-Tidal-Water-Foam=&viewfull=1

Hi . Can you tell me if the Z < 0 bug have been fixed since june ? (we are under 4.16).

Hello !

I’m using the plugin to great effect, but i’m coming across something I can’t figure out (I’m not even sure it’s possible).

I’m currently using a ‘wet line’ effect on my landscape material to generate a wet effect at sea level, here is my current setup that i sure to lerp regular landscape & wet landscape:

This method generates a fixed wet line that looks OK, but what I’m trying to achieve is having the wetness follow the waves on the WaterPlane. I can’t figure out a way to do it.

Is there any way I could use the WaterMotion node (or something else?) to simulate this ? Extra bonus would be having the wet line a little late compared to the waves.

Thanks for the great work :slight_smile:

Cheers

Absolutely stunning Jonathan. Have you checked out the water in Assassin’s Creed Origins? I like the way their lake water uses foam only for edges, shoreline, characters, boats, with shoreline waves that roll in, and the water mesh displacement by characters and boats, its amazing … they create a wake in front of the swimming character and moving ships, and when you are facing the sun you can even get a beautiful SSS effect in the wake displacement. I would think about adding that feature to your shader, an option to turn down or off the wave foam, and a displacement wake with SSS for things moving through the water. Check out Origins, and you will see what I am talking about. I love your work, please offer it again on the market place. I don’t understand why won’t work with you … together you could quickly Scrum out a great water shader.

Physical Water Surface is compatible with engine version 4.18. Please let me know if you should encounter any problems.

Hi, I have added the water surface to my level. The level was almost finished with much work done. But the boat I placed on the water was always flying high as I hit play. The boat was not scaled and I had used the same boat and the water plane in my previous game with no issues. After about one day of trials and errors I found out that if I set the location Z offset of both the water and the boat to 0, the issue is solved. But it makes the water way too high in my level. Moving everything up so the water’s height is 0 doesn’t appear to be a good idea. The water plane and the boat’s Z is -1360 units. Is there any way I can make the boat float normal without changing its location? Thanks.

This is a known issue that I’m investigating at the moment. It has a high priority for me to fix this bug with the next update. At the moment the only known workaround is to place the water plane at Z=0.

Just remember workaround is not a fix, we are still waiting for it since May 2017.

I have found the solution for this issue, and at the moment I’m doing some final testing before I release the update. You can expect the update very soon.

What i’d really like to see with this asset is more portability - put the main gerstner/normal functionality in a material function and drive it with a material parameter collection.

Good idea, I’ll check if it is possible to do it this way.