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    CrashA51 you mean something like "Water Surface Pack" that they released in May?
    "A" for effort, no disrespect, but no Lane, I am not talking about something like the "Water Surface Pack." Too complicated and does not go far enough, as noted in the youtube comments. Creating water features in UE is not user friendly, even with this pack.

    I am asking for a full blown water engine integrated into UE with user friendly customization options, more advanced water shaders, incorporating Beaufort scale, wind, weather, wave, sand, translucency, effects that bring water to life.

    The Water Surface Pack was already out of date before it was released. Go download the executable of "Azure Temple" off the web. This was the work of Alexander Kulagin, winner of the 2006 QAuest3D competition. There is an example of good water shaders for the time and tool. I have also seen some of his later work, where you could see localized wind ripples on top of the water, just amazing. If Epic hired someone like Kulagin to lead the water engine effort they would have the best water in the industry. That is what is needed. The Surface Pack is okay, but doesn't hold up to water shaders from 2006. No offense, but that is what I am talking about. Everyone in the industry is afraid to take on this issue. With Oculus and other VR right around the corner, it is time for the game industry to step up and create realistic water, waves, and beaches that are easy for the developer to drop into a level.

    Put Elon Musk on it, he could get it down. I use to work for the Lockheed Skunk Works. All you had to say to our engineers is that no one else can do this, and they would do it, in a few months. No one said it would be easy or cheap, but if you want something down right just get the right engineers with attitude on it and they can do it.

    Cheers

    Cheers

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      Lane, I checked out Abzu, A Journey Under the Sea, it will make a great game for a young child or preteen ... but it illustrates my point with the state of water actors and assets in UE4.

      Compare that water in Abuz to the Azure Temple demo released in 2006 and built with Quest3D. The UE4 water looks like Minecraft compared to water that could be from a real documentary with Jacques Cousteau.

      Are you going to write your own water shaders? That is not something I want to take on. I certainly don't want to put out the cash to hire people to write the water shaders. So that leaves us with the Surface Pack. Not acceptable in my opinion.

      How about a demo from Epic at the next computer show that shows off great water, that way we might get a water engine in a future release of UE. There was water in the Kite demo, but as I mentioned, it was water I could walk over.

      Cheers

      Comment


        I understand everyone is busy, myself included. Just asking again, was the Cave removed from the Demo runtime that was released along with other assets to increase performance? Did you get an answer Alexander?

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          Also Lane, or anyone else that is interested, I have done a lot of research on water in gaming over the past few days to find out what it would take to bring UE4 up to date with competing engines. I was surprised to find that most of the heavy lifting has already been done. Being late to the ball would actually work in Epic's favor in this case, if they simply used the published work of other companies as their foundation for a new water engine in UE.

          The rest of the gaming industry starts with the work published by Jerry Tessendorf, "Simulating Ocean Water - UCSD Computer Graphics Lab" which anyone can download. The Tessendorf FFT (Fast Fourier Transforms) method is at the heart of all descent gaming ocean water today. And if you can understand those algorithms, then you are the right person to write UE water shaders!

          IGN assigned their Singapore office to this water task, so I do not know how many resources were required. But I was amazed at how much of their work is available for public viewing. Check out this article: http://www.fxguide.com/featured/assa...th-the-action/

          If the Skunk Works were to design a gaming ocean engine, it would look like what was achieved in Black Flag, an "advanced and elegant design" that provides a fun, pleasing, realistic immersive experience. The waves act and look as they should. The water color recreates the changing colors as the ocean changes depth in the Caribbean. The foam and water splashes, cloud reflection, integrated Beaufort-scale, and especially the translucent emerald green colors that come out at the top of waves, well, amazing. IGN drops this into their engine and provides easy controls for the level developer to quickly make changes and optimizations as they wish. And the Ocean engine works well with the time of day, LOD, Weather Engine, it just works. Granted, their land based water is not so great, but that is why I think a full blown water engine needs to consider land water, ocean, and more attention to where to ocean and beach interaction.

          The amazing thing is IGN openly talks about this and gives much of their solution away, as do all the other gaming companies. If someone with the right skills were assigned to this task, they could review what others have done and come up with a solution that is right for UE4. It is not like they need to start from scratch.

          I know people on these forums are working on water solutions for UE, but they are not approaching it in the right way, using the solutions already achieved by other companies.

          Comment


            Originally posted by CrashA51 View Post
            Alexander, it appears the cave was removed from the executable along with some other assets to reduce the file size. Is that correct?
            Yeah, sorry I missed that you were talking about the runtime executable specifically. It was removed from that map, youcan only see it in the cinematic. If you want to explore it, the full demo is available for download via the launcher.

            Originally posted by CrashA51 View Post
            Are you human Alexander? Your not some next gen bot moderator Epic has developed are you?
            I'm a real person. I'm even on the livestreams, so you can see me in real life doing stuff.

            I am asking for a full blown water engine integrated into UE with user friendly customization options, more advanced water shaders, incorporating Beaufort scale, wind, weather, wave, sand, translucency, effects that bring water to life.
            We have feature requests in for a full water system with a lot of similar details. There is not an ETA on those kinds of features, but we are looking into them for the future. It's a large undertaking and would eat a lot of our resources that are currently dedicated to other new systems, so we have to prioritize what is being developed and there are even larger systems with even greater demand from the community that have to be focused on right now.

            The summary is this: we want it, but there are other rendering systems that we have to focus on for now.

            I'm not the best person to be answering anything specific about rendering, but I'll see who I can find with the expertise to respond to this further.
            Twitch /unrealalexander| Twitter @UnrealAlexander
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            Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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              Looks like they are on youtube now

              https://www.youtube.com/watch?v=eYDn2sQ8uKs
              https://www.youtube.com/watch?v=hNgcQ0BeGCs

              Comment


                It was removed from that map, youcan only see it in the cinematic. If you want to explore it, the full demo is available for download via the launcher.
                Thanks Alexander for getting the answer ... and glad to hear you are indeed human.

                And if I may be so bold as to suggest Epic needs to take a hard look at re-prioritizing development work, putting a new water engine close to the top!

                Since DanielW is the first UE Developer to jump into this post, how about putting him in charge of the Water Engine? Isn't that how things work ... Daniel showed an interest so it is now his baby.

                Just kidding, more humor, and I understand.

                I would be happy is someone could review this article http://www.fxguide.com/featured/assa...th-the-action and give me some idea of how to convert their work, or something like a few parts of it, into UE blueprint shaders. For example a blueprint that would change the color and translucency of water based on depth, and implement LOD such as mentioned in the article. I might be able to combine that with the work others have already posted and come up with an interim solution until Epic rolls out an upgraded water engine in a future release. Would sure float my boat.

                Cheers

                Comment


                  Originally posted by CrashA51 View Post
                  I would be happy is someone could review this article http://www.fxguide.com/featured/assa...th-the-action and give me some idea of how to convert their work, or something like a few parts of it, into UE blueprint shaders. For example a blueprint that would change the color and translucency of water based on depth, and implement LOD such as mentioned in the article. I might be able to combine that with the work others have already posted and come up with an interim solution until Epic rolls out an upgraded water engine in a future release. Would sure float my boat.

                  Cheers
                  Your link seems to be broken, but I guess you wanted to point to here: http://www.fxguide.com/featured/assa...th-the-action/

                  Comment


                    Please help, is there way to force initialize, i even do not want to open map but sort assets from there only but initializing in 72% and no more progress
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