Hello everyone!
I have a question about how you would approach an underwater setting.
Some context: the player will never see the surface of the ocean, waves movements, light reflection on the water body surface and waves light refl. because the setting is about a very deep ocean location where no sunlight pass through and the player can’t never reach the surface.
Here the question, since I just need basically a post-process filter how would you manage that?
Would you use the water plugin editing it to fit my needs (so no waves animations, no surface waves and bla bla…) or you would use just a custom post-process filter + p-process volume? What’s the best approach in this situation?
The world is an hand-made crafted voxel world yet well optimized and with the idea to expand the map with new zones linked to the lore of the world and the story I made, so my question is more about the issue that the water plugin would cause in a voxel world (if there are any). Or im just paranoid and basically they are the same thing since I’ll get rid off of the waves movement and all that stuff the player will never see? Since the water plugin yet have an exclusion water body volume, that will save some time avoiding to made all from scratches.
Thanks for your time and sorry for the too much yapping (UE 4.27.2)