Water Material - clipping problems and "seams"

Hey guys,

we got a single plane for our water material as mesh. then we set up a material and tryed it out. but we got some issues with it. The first issue is that we got some really ugly clipping when the camera comes near to the water and the second issue is that we got seams when the camera angle is round about higher than 45 degrees.

Here is our material setup:

5e85c86d387ee6b9e3d1ba826ca3d0973c7fedc2.jpeg

Here is a screenshot inside the engine with baked light:

93a00913d3d7d4cdc8a04006e4517fa6a2d8d1a4.jpeg

Thanks for your help!

Greetings

clipping near the water, does it happen when the camera is very close, as in the near clip plane? (~ 10 cm). If so that is just the standard near clip plane.

the second issue looks to be caused be refraction that is too strong causing the scenetexture to sample outside of the water, and a lack of ‘separate translucency’ either at the material or project level or both. Try setting refraction to 1 to make sure that is it.

With separate translucency, the material should not refract itself but it definitely seems to be doing that above.

The next engine version will have an alternate mode of refraction called “pixel normal offset” that will only distort using the un tranformed X, Y of your normal, which means it will behave more like the old distortion in UE3 and be much less prone to these artifacts for water.