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FX Ocean SK - Rebirth

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    [WIP] FX Ocean SK - Rebirth

    Hello Everyone!

    Due to the amount of requests regarding my previous ocean development kits (and the need that seems to exist regarding fluids),
    I have decided to return to the UE4 marketplace in order to resurrect this for those interested.
    Development has officially commenced and I have re-built my toolkit (still much to be done).


    Details:
    Tool Type - Ocean Blueprint

    Tool Operation Description
    =================================================================
    The FX Ocean SK is an accurate wave simulation built for rendering frequency and wave properties that
    propagate through a volume dependent upon specific influential factors (some of these include
    wind and object detection). The blueprint will house several key features that allow the user to
    dynamically tweak all parameters, build realtime and dynamic beaufort scales, modify liquid attributes,
    and more...

    Features & Performance Focus:
    My main goal is to create something that looks good and runs on high end PC's. This shader, the foam
    (whitecap) systems, Sub Surface Approximations, etc. Are not built for low end specs. If one would like to
    implement this into a lower end system, it can be done (however I will not be taking the time to build
    a secondary version). I have built the wave calculations in both HLSL and Nodes with a .cpp note file
    that displays all equations used within the custom nodes.
    =================================================================

    Currently Completed (but still in need of cleanup):
    - Gerstner Calculation
    - Gerstner Grouping Approximation
    - Surface Equation
    - Custom Whitecap (Foam) Algorithm
    - Custom Sub Surface Foam Approximation
    - Custom Sub Surface Light Propagation
    - Additive Particle Penetration Approximation
    - Foam Backdrop Shading
    - Calculation of Micro() Theta Values
    - Basic Translucency
    - Basic LOD Algorithm
    - Displacement Marriage Algorithm

    Not yet worked on:
    - Foam Particles
    - Mesh Interaction
    - Leading Normal Equation (Object/Fluid Interaction)
    - Underwater States
    - Infinite Ocean
    - Perlin Distance State
    - BP Feature Links
    - ** There are a few more that I will list at a later time **

    A Few Quick In-Game Snapshots: (This will be updated through time):

    Click image for larger version

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    Attached Files
    Portfolio
    UE3 - Advanced FX Masterclass Part 1 DVD
    UE3 - Advanced FX Masterclass Part 2 DVD

    #2
    pls show this with a terrain and a few meshes. And get a video working.

    Comment


      #3
      Looks really cool!

      Originally posted by Kanizitas View Post
      pls show this with a terrain and a few meshes. And get a video working.
      +1 for that

      Comment


        #4
        FINALLY! Your original work on the water shader was awesome - can't wait for this!

        Comment


          #5
          Hey Jeremy, happy to have you back! This looks really cool, and I'm looking forward to seeing how this develops.
          -jon [ web: www.jonjones.com | twitter: @jonjones ]

          Comment


            #6
            Looks awesome!

            Comment


              #7
              One of the things i would love to learn and use in UE4 is to place proper beach shore waves within a system like yours. I really like the look.
              If you don't mind i have a question:
              Are you incorporating with this guys https://forums.unrealengine.com/show...n-Water-Shader or are you creating another system on your own?
              Whatever, it looks promising.
              Tobias Löffler
              Senior 3D Artist

              Comment


                #8
                Thanks for the feedback everyone.

                @ Kajisan - I am developing my own system (although I believe some of the sources for research are the same).
                I am currently re-vamping the entire look. I was not satisfied with the above results and am wanting a much more realistic implementation. Therefore I have scrapped everything accept the wave algorithms and am re-writing all other equations.

                My current focus is:
                * Proper distance and angle based comparison for extracting an animated folding map
                * Proper implementation of Snell's Law:

                Click image for larger version

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                Last edited by JBaldwin; 09-05-2015, 10:48 PM.
                Portfolio
                UE3 - Advanced FX Masterclass Part 1 DVD
                UE3 - Advanced FX Masterclass Part 2 DVD

                Comment


                  #9
                  Don't know that language

                  Yea google won't translate that... What is it, Martian? Seriously though, I'm really excited about this, looking forward to seeing what you come up with

                  Comment


                    #10
                    Hey JBaldwin -

                    Glad to see you back on the marketplace so I can throw money at you again.
                    Got a few questions though about this asset in particular -

                    1. Will you be adding buoyancy support for this kit for things such as Ships, floating debris, or Sea monsters?
                    2. Will there be any form of weather support? (Rain, Waterspouts, etc.)
                    3. Will there be any form of shoreline based water mesh / Shader that interacts with the main open ocean mesh / shader?
                    4. Will we be able to customize our water in terms of how it looks? I personally do not want "realistic water" but this serves as a good basis for what I want to make.

                    All that said - Your work is top notch and I look forward to getting my hands on it.

                    - HeadClot

                    Comment


                      #11
                      Hi HeadClot,

                      Regarding your questions:
                      Will you be adding buoyancy support for this kit for things such as Ships, floating debris, or Sea monsters?
                      This feature will not be added for this specific kit due to project specifications and their implementations. However, saying this, I have built all equations in both HLSL and Nodes so it should be trivial to match buoyancy properties.

                      Will there be any form of weather support? (Rain, Waterspouts, etc.)
                      The end goal is to have a full weather support system. How dynamic this is will depend on several factors. Some in-depth features may come in later updates due to time constraints. Some of the weather parameters you can look forward to in the initial release is sky/cloud control (most likely 2D for the first release but would like to build a volumetric 3D cloud system for later release). Rain is another feature, as well as lightning tools and water based particles.

                      Will there be any form of shoreline based water mesh / Shader that interacts with the main open ocean mesh / shader?
                      The ocean shader itself will be built to deal with shoreline mechanics. The depth and complexity of these mechanics will most likely be extended in updates. However, the end goal is to fully implement wave arks.

                      Will we be able to customize our water in terms of how it looks? I personally do not want "realistic water" but this serves as a good basis for what I want to make.
                      The ocean will be fully customizable in terms of it's look and rendering. Saying that, the equations I am implementing are geared toward specific behaviors and attributes. Therefore if you would like to create (let's say) a stylized ocean such as Zelda Windwaker but using this tool, then you could use the functions I have made for items such as Wave Calculations and Angle Thresholds in order to build a stylized ocean very quickly.
                      Portfolio
                      UE3 - Advanced FX Masterclass Part 1 DVD
                      UE3 - Advanced FX Masterclass Part 2 DVD

                      Comment


                        #12
                        I'll ask the inevitable question: do you have any estimated timeline for submission to marketplace? Which features on your list do you think need to be implemented before submitting?

                        Comment


                          #13
                          Originally posted by Zooch View Post
                          I'll ask the inevitable question: do you have any estimated timeline for submission to marketplace? Which features on your list do you think need to be implemented before submitting?

                          Comment


                            #14
                            Product Details:

                            Estimated Time:
                            I unfortunately can't say for sure. I am in the middle of moving to a new state for a new job and preparing for other time consuming deadlines. My hope is to get it out as soon as possible, yet not sacrifice quality in the process.

                            Features in first launch:
                            - Fully working wave algorithms
                            - Dynamic Foam Approximations & Algorithms (Not Height Based - But an EST of Gas in a Liquid)
                            - Light Scattering Approximations
                            - Dynamic Range Scale (roughly based on beaufort principles)
                            - Vertex Painted foam localization (or dynamic depending on time).
                            - Rendering Controls (Ie: Ocean Wavelength Reflection / Color & Depth / etc.)
                            - Fully working Blueprint System
                            - Base Sky & Atmospherics
                            - Base Weather System
                            ** More will be most likely added to this list. **

                            Price:
                            $4.99 as previously promised.
                            Last edited by JBaldwin; 09-07-2015, 03:09 PM.
                            Portfolio
                            UE3 - Advanced FX Masterclass Part 1 DVD
                            UE3 - Advanced FX Masterclass Part 2 DVD

                            Comment


                              #15
                              Awesome!!!!

                              Comment

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