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Physical Water Surface

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    Originally posted by unit23 View Post
    Hi, how is the progress going on the update?
    I've made some significant progress. I hope I can share some screenshots soon.

    Comment


      Hey Theo,

      I am building https://github.com/EpicGames/UnrealEngine version 4.24.2, creating a new project, and adding your Physical Water Surface plugin to the project.

      Buoyancy is not working at all with the source code build. Have you heard this issue before? Any ideas what I should do?

      Comment


        Originally posted by Tycox94 View Post
        Hey Theo,

        I am building https://github.com/EpicGames/UnrealEngine version 4.24.2, creating a new project, and adding your Physical Water Surface plugin to the project.

        Buoyancy is not working at all with the source code build. Have you heard this issue before? Any ideas what I should do?
        No, I haven't heard about this issue before. Can you please check if everything works with the UE 4.24.2 version that is provided in the launcher? I just want to make sure that the problem really comes from the source code build.
        You're welcome to contact me at therealtheokoles@gmail.com for more assistance.

        Comment


          Originally posted by Theokoles View Post

          No, I haven't heard about this issue before. Can you please check if everything works with the UE 4.24.2 version that is provided in the launcher? I just want to make sure that the problem really comes from the source code build.
          You're welcome to contact me at therealtheokoles@gmail.com for more assistance.
          The project icons show 4.24, but the actual engine I'm using from the launcher is UE 4.24.2.

          Comment


            Originally posted by Tycox94 View Post

            The project icons show 4.24, but the actual engine I'm using from the launcher is UE 4.24.2.
            Did you try to use Physical Water Surface with the engine version from the launcher? Did it work?

            Comment


              Originally posted by Theokoles View Post

              Did you try to use Physical Water Surface with the engine version from the launcher? Did it work?
              Yes, Physical Water Surface works great with the launcher engine version. I have networking plugins that require the source engine build, so I need to get Physical Water Surface working on the source build.

              Comment


                Originally posted by Tycox94 View Post

                Yes, Physical Water Surface works great with the launcher engine version. I have networking plugins that require the source engine build, so I need to get Physical Water Surface working on the source build.
                Do you get any error or warning messages during the build process or when you try to use Physical Water Surface with the engine source build?

                Comment


                  Originally posted by Theokoles View Post

                  Do you get any error or warning messages during the build process or when you try to use Physical Water Surface with the engine source build?
                  Hey Theo, I'm not see anything. Only the Physical Water Surface plugin is installed in this game. I'm currently loading the "SteerableBoat" map. When I click to play the boat falls through the map. No changes were made to this project at all.

                  Comment


                    Originally posted by Tycox94 View Post

                    Hey Theo, I'm not see anything. Only the Physical Water Surface plugin is installed in this game. I'm currently loading the "SteerableBoat" map. When I click to play the boat falls through the map. No changes were made to this project at all.

                    With your source code build, please open each blueprint and click compile to check if any error or warning messages appear. Please also open the water material to see if there are any warning messages when you click apply. If there are no warning messages, then please click build in the editor and try again.

                    If the problem persists, please send me the log from building from source and the Output Log from running the game (after trying to use Buoyancy) as text files via email to therealtheokoles@gmail.com.

                    Comment


                      Originally posted by Theokoles View Post

                      With your source code build, please open each blueprint and click compile to check if any error or warning messages appear. Please also open the water material to see if there are any warning messages when you click apply. If there are no warning messages, then please click build in the editor and try again.

                      If the problem persists, please send me the log from building from source and the Output Log from running the game (after trying to use Buoyancy) as text files via email to therealtheokoles@gmail.com.
                      So... I accidentally broke the for each loop node.
                      Sorry, Theo. Thank you for all your help. This is a wonderful plugin.

                      Comment


                        Check out these videos by Scorpion Venom Studio Games about using Physical Water Surface!

                        Note: During most of these videos the water looks a bit strange. As far as I can tell, this happens because two water planes exist in the level at the same time. At some point in both videos the additional water plane is deleted, making the water surface appear normal again.




                        Comment


                          Hi,
                          Could you help me please? I'm making a previs and want to animate waves via sequencer, because I need to have similar waves each time when I start the play. This is necessary in order to record some cameras from boat, for example.

                          I already tried to replace node "Time" with Scalar Parameter in GerstnerWaveCum. And when I did it - waves really changed via sequencer, but buoyancy of the boat controlled via second invisible wave.

                          How can I animate waves which include buoyancy effect via sequencer?

                          Comment


                            Originally posted by Zipker View Post
                            Hi,
                            Could you help me please? I'm making a previs and want to animate waves via sequencer, because I need to have similar waves each time when I start the play. This is necessary in order to record some cameras from boat, for example.

                            I already tried to replace node "Time" with Scalar Parameter in GerstnerWaveCum. And when I did it - waves really changed via sequencer, but buoyancy of the boat controlled via second invisible wave.

                            How can I animate waves which include buoyancy effect via sequencer?
                            In my experience, the wave motion is exactly the same each time the game is started. I've noticed this when I produced the videos of Physical Water Surface for my YouTube channel.
                            The explanation is this: The wave motion depends on the Game Time. The Game Time starts always with the same value when the game is started.
                            Please try this (with an unmodified version of Physical Water Surface): Load the DemoMap Level. Click "Play" to start the game and observe the motion of the boat, then stop the game after a few seconds. Then start the game again and observe again the motion of the boat. You will see that the motion is exactly the same.
                            So I think you don't need to do anything, the waves are already the same each time the game is started.

                            Comment


                              Originally posted by Theokoles View Post

                              In my experience, the wave motion is exactly the same each time the game is started. I've noticed this when I produced the videos of Physical Water Surface for my YouTube channel.
                              The explanation is this: The wave motion depends on the Game Time. The Game Time starts always with the same value when the game is started.
                              Please try this (with an unmodified version of Physical Water Surface): Load the DemoMap Level. Click "Play" to start the game and observe the motion of the boat, then stop the game after a few seconds. Then start the game again and observe again the motion of the boat. You will see that the motion is exactly the same.
                              So I think you don't need to do anything, the waves are already the same each time the game is started.
                              Thanks, Theo! Your advice was very helpful!
                              I decided my issue in this way:
                              I animated Time in GerstnerWaveCum via Scalar Parameter in sequencer and than record movement of boat via Take Recorder in run-time. This setup allowed control and observe movement of the boat in the editor(not in simulation). Also this is useful for camera animation for previs.

                              But I have one more question:
                              when I ran my project with RTX, waves have strange noise mask effect . I think it happens inside "WaterMotion" node, but I don't know how can I fix it.
                              Could you tell me please, is it possible to fix this noise on the water if RTX on?
                              I use UE4_4.24.3
                              Click image for larger version  Name:	Annotation-20200312-001159.png Views:	0 Size:	288.2 KB ID:	1731746
                              Last edited by Zipker; 03-11-2020, 05:46 PM.

                              Comment


                                Originally posted by Zipker View Post

                                Thanks, Theo! Your advice was very helpful!
                                I decided my issue in this way:
                                I animated Time in GerstnerWaveCum via Scalar Parameter in sequencer and than record movement of boat via Take Recorder in run-time. This setup allowed control and observe movement of the boat in the editor(not in simulation). Also this is useful for camera animation for previs.

                                But I have one more question:
                                when I ran my project with RTX, waves have strange noise mask effect . I think it happens inside "WaterMotion" node, but I don't know how can I fix it.
                                Could you tell me please, is it possible to fix this noise on the water if RTX on?
                                I use UE4_4.24.3
                                Click image for larger version Name:	Annotation-20200312-001159.png Views:	0 Size:	288.2 KB ID:	1731746
                                It is a known issue that this artifact appears with Raytracing. I will investigate if I can make Physical Water Surface work with Raytracing.

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