I’m using the water system to simulate an ocean, and when I set a “Water Wave Asset” to the water body actor, there will be some dislocation between the water zone and the far distance mesh, as the screenshot shows, especially when I increase the amplitude of the waves. How to deal with this?
Hello there @SilenSang!
Checking through the community, a very similar scenario to yours was tackled and resolved with the following methods:
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Increase landscape size, then re-apply on water body actor
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Switching between available options from the ‘Water Waves Asset Reference’ dropdown menu
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Adjust the tile size on the water zone (the sample was 2400, then changed to 1200)
You can find additional details here:
Additionaly, I would recommend checking the following tutorial for ocean simulation:
Thanks for your reply. @brs-sebascova I’ve checked the post you mentioned and tried the methods, didn’t work. The situation of my issue maybe not clear enough, let me elaborate it.
- I don’t need a landscape, so I used the “WaterBodyCustom” actor.
- The default “WaterBodyCustom” is very small, so I changed its scale to (200, 200, 1).
- There’s no far distant water beyound the water zone by default, but I found that on the “WaterZone” actor, in its “Details” panel, under “Rendering” category, then “FarDistance”, there’s a “Use Far Mesh Without Ocean”, if I enable this, I can get the far distant water.
- By default there’s no custom waves set on the water, and there’s no any seams or visual artifacts between the water zone and the far distant water, they combined very well.
- But, I need the water can be adjusted on some aspects, like its amplitude and the direction blowed by wind. So I created a “Water Waves” asset, and set it to the “WaterBodyCustom” actor. That’s when the problem occurred.
I tried to adjust the “Rendering > Tile Size” property of the “WaterZone” actor, it makes no difference.
Hello again!
Thank you for the additional details, managed to reproduce your scenario on my end with it. Indeed, the seam remains visible when using WaterBodyCustom, no matter what settings are altered for it. Checking through the community, there’s no clear solution to avoid the transition at the moment, as the plugin remains in a experimental state.
Possible workarounds involve increasing WaterBodyCustom’s scale way further, in order to hide the seam in the distance, away from the camera. The other option is to work with WaterBodyOcean instead. The setup for that actor is very similar, following a short tutorial:
@brs-sebascova Thanks. Now I have these settings:
- On “WaterBodyCustom” actor, Scale: (400, 400, 1)
- On “WaterZone” actor, Zone Extent: (102400, 102400), double as the default.
When I’m at the world origin and looking far away, I can’t see the seam any more. This is probably due to the LOD. Anyway, the scale doesn’t need to be very large, so this is a feasible approach, as long as we don’t go near the seam to observe.