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    #46
    Okay I think I have got the culprit down.. it is the scale. Today I apply buoyancy to fresh new boat mesh with correct scale, it just works nicely. Previously I have to tweak a lot of values and still does not achieve buoyancy as good as what I have today.

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      #47
      Originally posted by Theokoles View Post
      I usually advise people to not to scale meshes, instead the fbx file should already contain the mesh in the correct size.
      But probably in future, it is better if the buoyancy also takes care about the mesh scale? Sometimes the easy way have to have variant of boats in the level is to provide multitude of scale using the same boat (aside from changing the material).

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        #48
        Originally posted by Syed View Post
        But probably in future, it is better if the buoyancy also takes care about the mesh scale? Sometimes the easy way have to have variant of boats in the level is to provide multitude of scale using the same boat (aside from changing the material).
        I will try to fix the scaling issue in the next update. You are right, scaling a mesh should not break buoyancy.

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          #49
          Physical Water Surface is fully compatible with Unreal Engine 4.14.
          If you're using 4.14 or higher and the water surface looks a bit blurry, please select FXAA under Project Settings -> Rendering -> Anti-Aliasing Method. In 4.14, the Anti-Aliasing Method setting is no longer part of the PostProcessVolume settings, so it's possible that the setting automatically reverts to TemporalAA when you update to 4.14. You can find more information on good Anti-Antialiasing settings in the wiki: https://wiki.unrealengine.com/Physical_Water_Surface
          Last edited by Theokoles; 11-20-2016, 01:10 PM.

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            #50
            Does anybody who turn on nativize bp in project settings managed to get the packaging a success? I have not yet investigated, but my project is quite simple. It is 4.13.2.

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              #51
              The error comes from compiling nativized WaterPlane - and if there are not too many boats around, just avoid bp nativize option as performance-wise, it shouldn't be slow. Otherwise, you will probably need to convert WaterPlane BP to C++ yourself.

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                #52
                Originally posted by Syed View Post
                The error comes from compiling nativized WaterPlane - and if there are not too many boats around, just avoid bp nativize option as performance-wise, it shouldn't be slow. Otherwise, you will probably need to convert WaterPlane BP to C++ yourself.
                Do you get an error message, and what does it say?
                Probably this is a bug that Epic needs to fix in the engine. Could you please report this bug to Epic, and send me a link to the bug report? I will then keep track of this issue and make sure it gets resolved.

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                  #53
                  Thanks to everyone who bought Physical Water Surface. Please make sure to read the Wiki to learn all about how to use Physical Water Surface and the example content that comes with it.
                  If you're using engine versions 4.14 and higher, please read this important information about the Anti-Aliasing Method.
                  In case you have any questions that are not answered in the Wiki, just send me an email to the support address that you find on the Marketplace page. Please post in this thread if there is a feature that you would like me to implement, or if you want to show something awesome that you created with Physical Water Surface.
                  If you like Physical Water Surface and my services, please don't forget to leave a good rating on the Marketplace page!
                  Last edited by Theokoles; 11-29-2016, 01:24 AM.

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                    #54
                    If you are concerned about performance (I have more than 20 objects with buoyancy enabled), then a simple buoyancy-lod will do. What I did was to disable buoyancy if the object is too far, and this check is done every 1 second or so. The modified 'Buoyancy' blueprint now looks like below:-

                    Click image for larger version

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                      #55
                      Originally posted by Syed View Post
                      If you are concerned about performance (I have more than 20 objects with buoyancy enabled), then a simple buoyancy-lod will do. What I did was to disable buoyancy if the object is too far, and this check is done every 1 second or so. The modified 'Buoyancy' blueprint now looks like below:-
                      Good idea! If you're using AutoPoints Buoyancy Mode, you could switch to SinglePoint Buoyancy (already much faster) at a certain distance first, and then at an even greater distance disable the Buoyancy completely. SinglePoint Buoyancy is very fast, you can have quite a lot of objects before it starts to affect performance.
                      Also, if you're using AutoPoints Buyoancy Mode, remember that you can tweak the NPointsPerFrame and NFramesPause parameters to improve performance. If you set NPointsPerFrame to 2, it will only recalculate the water depth for two of the points, not all of them each tick. The depht from the depth of the other points is calculated with linear extrapolation. If you set NFramesPause to 1, you will get 1 frame pause. This means the Buoyancy calculation will only be executed every other frame, on the frame in between there is linear extrapolation. A good way to get to know these parameters is to use the example scene and to increase these two parameters until you see a change in Buoyancy behavior. You can read more about these parameters in the Wiki!

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                        #56
                        From my own test, singlepoint for big object (for lod purpose) is way too disruptive - I mean the objects look too jumpy from afar, you can never miss the sight! Simply setting their position to initialposition when they are afar make them indistinguishable from autopoint buoyancy.

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                          #57
                          Originally posted by Syed View Post
                          From my own test, singlepoint for big object (for lod purpose) is way too disruptive - I mean the objects look too jumpy from afar, you can never miss the sight! Simply setting their position to initialposition when they are afar make them indistinguishable from autopoint buoyancy.
                          You're right, for large objects this is obviously better, but for small objects it is worth to consider switching to SinglePoint buoyancy.

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                            #58
                            [MENTION=19217]Theokoles[/MENTION]: What is the easiest way or best way to add foam on the edge where the water hits the landscape (i.e. like a beach). I have been trying a few different things and I just can't get it right. 8-{

                            I am going through the documentation but I am probably being stupid. 8-{
                            Last edited by qdelpeche; 12-23-2016, 08:48 AM.
                            Quinton Delpeche
                            Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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                              #59
                              Does this system supports a ragdoll?

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                                #60
                                Originally posted by qdelpeche View Post
                                [MENTION=19217]Theokoles[/MENTION]: What is the easiest way or best way to add foam on the edge where the water hits the landscape (i.e. like a beach). I have been trying a few different things and I just can't get it right. 8-{
                                Did you look into the method described by BlueBudgie in this thread, using the DistanceToNearestSurface node?

                                Originally posted by catalejo View Post
                                Does this system supports a ragdoll?
                                I think this will work since the AutoPoints buoyancy mode is already a physics simulation.

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