I created a pretty nice water shader in UDK and i decided to recreate it for UE4
I am still working out a few problems like the fact that SPR don’t work with translucent materials so the water is completely opaque right now and i plan on adding froth and afew other details soonas well but here is te first version of the materials in action
Specular and Screen Space Reflections do not seam to work at all on translucent surfaces anymore no matter what i try, anyone have any ideas or is this just something we have to wait for a later build for?
You need to set Translucency Lighting Mode to TLM_Surface to get reflections. It’s not great, but better than nothing. Also you might want to use a specular value over 1 if you want to boost the reflections.
Thanks! I was going to port & boost up my old UE3 ocean shader… but I think I’ll give this a close look!
If you don’t mind… what’s you way to create the normal textures? Baked from heightmaps?
I used FilterForge and basic Photoshop filter stuff most of the time…
Do you know better ways?
Coastlines always are a difficult matter. Hard to make it look good as the ocean’s waves don’t know the direction of the beach
I was working on basing the waves animation direction on flow maps… but UE3 shader possibilities were too limited for that.
Maybe I’ll have more success with UE4. Still, using a flow map detailed enough for a large world takes alot of memory…
This is thoroughly impressive! Would you be interested in posting a showcase page about it on the Unreal Engine Wiki? You can see HERE that we need some more community members showing off their talents. I could see this easily being the featured article!
In any case, thank you for this contribution to the community!