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    Hello! Water at the level flickers very strongly, from a light shade to a dark one, I think the point is in reflections, how to turn them off?

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      Originally posted by TsysEdward View Post
      Hello! Water at the level flickers very strongly, from a light shade to a dark one, I think the point is in reflections, how to turn them off?
      It could be this issue. Please click the link and see if changing Bounds Scale fixes the problem.
      Another possibility could be that you've tried to enabled Ray Tracing (which is not supported at the moment).
      If none of these two ideas fixes the flickering issue for you, please contact me at therealtheokoles@gmail.com

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        Originally posted by BigaCubensis View Post
        Hello!

        I just bought Physical Water Asset and I have a problem. The water looks OK in the editor, but totally red when started the game.
        I figured out that it probably relates to my character as I don't get the issue if I use a standard spectator pawn.
        Have you any idea what can cause this?
        thanks

        I have also a + question, how can I get beach foam? I have a lake with long beach and would be fine to get foams and some opacity in shallow waters.
        The issue with the water turning red is something that I've never seen before. My guess is similar to yours: This is probably caused by some specific issue in your project. It could be somehow related to the Editor View Mode, or that some Developer Show Flags are enabled. But it's strange that the issue is appearing in game, and not in editor. Did you modify the Water material in any way?

        About beach foam: At the moment I'm working on a transparent version of Physical Water Surface with beaches, but the development is not yet finished. In the meantime, please have a look at the following link, it's a very simple method to make beach foam: https://forums.unrealengine.com/deve...am=&viewfull=1

        Comment


          Originally posted by Theokoles View Post

          The issue with the water turning red is something that I've never seen before. My guess is similar to yours: This is probably caused by some specific issue in your project. It could be somehow related to the Editor View Mode, or that some Developer Show Flags are enabled. But it's strange that the issue is appearing in game, and not in editor. Did you modify the Water material in any way?

          About beach foam: At the moment I'm working on a transparent version of Physical Water Surface with beaches, but the development is not yet finished. In the meantime, please have a look at the following link, it's a very simple method to make beach foam: https://forums.unrealengine.com/deve...am=&viewfull=1

          Thanks for the reply. Since I posted I found that the red issue appears if I move my player to the lake with fast travel (SetWorldLocation) in world composition enabled mode. If I get to the lake walking and wcomp does its streaming job, it's ok. So sth is wrong with streaming here. Very strange, but the issue isn't with your asset specifically but all other waters with reflective surface.

          Can't wait for your foam solution , but I will check the one you linked.

          Update: It seems the red issue caused by scene capture 2D components somehow. It uses a red render target texture by default, so I think if capture is unsuccessful, it renders the original red texture.
          Last edited by BigaCubensis; 07-04-2020, 11:51 AM.

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            Customer Projects Gallery
            Check out the new Customer Projects Gallery in the Physical Water Surface Wiki!
            I've created this new section to showcase projects that use Physical Water Surface.

            The latest game that uses Physical Water Surface is Britannic: Patroness of the Mediterranean (here on Steam):




            Tutorials by Customers
            Scorpion Venom Studio Games has produced some great tutorials that show how to use Physical Water Surface. I've created a new page in the Physical Water Surface Wiki for this extensive tutorial series:

            How to set up physical water surfaces in Unreal Engine 4:


            How to make an object float with the buoyancy component in UE4:


            Fixing sky light tutorial in Unreal Engine 4:


            How to change ocean waves in physical water of Unreal Engine 4:


            How to hide water inside the boat in UE4:


            How to navigate and use physical water surface blueprints documentations:
            Last edited by Theokoles; 07-12-2020, 06:11 PM.

            Comment


              Originally posted by Theokoles View Post

              I'm trying to replicate this issue.
              How did you convert the project from 4.24 to 4.25? I recommend using the Migrate Tool, it worked quite well for me in the past.
              Hi, Theokoles!
              I tried to make a simple project that can help me to understand this bug, and yes, How did I say -> When you migrate project from UE4.24 to 4.25 shape of waves is different.

              What did I do:
              1. I created controlable wave that get input Time Parameter instead of Time node
              2. In level Blueprint I created setup that can get cube on scene and set it into Source of Take Recorder. And when you start playing the cube transform is recorded by Take Recorder from first frame(actuallyzero frame).
              3. Then I migrated all these stuff into clean project which version - 4.25
              4. And When I've started playing sequence(which I recorded using Take Recorder in 4.24 project) wave shape wasn't similar than wave shape from 4.24


              Is it possible to fix it?
              I really frustrated about this, because if I didn't find problem solution, I will remake all ships animation on this scene
              Attached Files

              Comment


                Originally posted by Zipker View Post

                Hi, Theokoles!
                I tried to make a simple project that can help me to understand this bug, and yes, How did I say -> When you migrate project from UE4.24 to 4.25 shape of waves is different.

                What did I do:
                1. I created controlable wave that get input Time Parameter instead of Time node
                2. In level Blueprint I created setup that can get cube on scene and set it into Source of Take Recorder. And when you start playing the cube transform is recorded by Take Recorder from first frame(actuallyzero frame).
                3. Then I migrated all these stuff into clean project which version - 4.25
                4. And When I've started playing sequence(which I recorded using Take Recorder in 4.24 project) wave shape wasn't similar than wave shape from 4.24


                Is it possible to fix it?
                I really frustrated about this, because if I didn't find problem solution, I will remake all ships animation on this scene
                I think this is caused by the issue described here.

                The random phase of the Gerstner Waves is generated from a fixed seed using the Random Float in Range from Stream Blueprint node. In UE 4.25 this node returns a different value for the same seed than in previous engine versions (according to the engine release notes this behavior is intended). This explains why the waves have a different phase in UE 4.25 and look different.

                To keep the same water motion in UE 4.25 you could try the following workaround:
                The phase information is stored in the variable Phi of the WaterSettings Blueprint.
                Open UE 4.24, and save the content of the Phi array to a file (for example using a SaveGame object).
                In UE 4.25, open the WaterSettings Blueprint and modify the code at the ConstructionEvent in the comment box called create phase array: Replace this code that randomly generates the Phi array with code that reads the Phi array from the file (that was saved with UE 4.24).
                This way the waves in UE 4.25 will have the same phase as in previous engine versions.

                Comment


                  Originally posted by Theokoles View Post

                  I think this is caused by the issue described here.

                  The random phase of the Gerstner Waves is generated from a fixed seed using the Random Float in Range from Stream Blueprint node. In UE 4.25 this node returns a different value for the same seed than in previous engine versions (according to the engine release notes this behavior is intended). This explains why the waves have a different phase in UE 4.25 and look different.

                  To keep the same water motion in UE 4.25 you could try the following workaround:
                  The phase information is stored in the variable Phi of the WaterSettings Blueprint.
                  Open UE 4.24, and save the content of the Phi array to a file (for example using a SaveGame object).
                  In UE 4.25, open the WaterSettings Blueprint and modify the code at the ConstructionEvent in the comment box called create phase array: Replace this code that randomly generates the Phi array with code that reads the Phi array from the file (that was saved with UE 4.24).
                  This way the waves in UE 4.25 will have the same phase as in previous engine versions.
                  I did it! =)
                  I wrote all phi from UE4.24 in *.csv file, and then loaded this *.csv file in UE4.25, and the waves became in the correct shape!

                  Thank you Theokoles!

                  Comment

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