I see that its not released yet and I’m wondering if someone at Epic or Alan reads can you extend the water to work for double sided viewing so its possible to go underneath the water? I noticed in the Water Surface Overview in UE4 video on Epics youtube & the twitch stream, it disappears when you go below it, I know many people like myself are going to have the ability to swim in and under the water in their project
Also is it possible to get as good looking results on the surface as the water in video? At first glance seems really amazing, but then looking closer it doesnt seem to be much more elaborate than the great work Alan has done which is customizable
And for underwater could you think about including post processing like in the video?
Open up the material and in the details panel enable “Two-Sided”, then apply/save the material. The mesh plane is already set to double sided geometry so is the only change required.
The translucent material uses some custom calculations that may not work properly when viewed from below (haven’t tested it), but both of the opaque materials should work just fine with setting turned on.
on the translucent material, i wanted to have emissive textures displaying under the water, I swapped the sceneTexture:baseColor to a sceneColor node and plug it in it works but the depth is picking up the shadows which makes it look a little weird.
Is it possible to use the unlit mode or something devoid of shadows?
Click on the water plane mesh in the component tab of the blueprint - in the details panel under collision you will have to set it to “block all”/block all dynamic
anyone know how to make the translucent blueprint visible “underwater”? I have tried making everything double sided, but nothing seems to work - would be great, as the translucent is the most useful for non-sea scenarios and would be good to be able to go under and swim. Anyone know how, or where to start?