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  • replied
    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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  • replied
    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

    Leave a comment:


  • replied
    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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  • replied

    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?

    Leave a comment:


  • replied
    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.
    Attached Files
    Last edited by BigaCubensis; 07-02-2020, 01:08 PM.

    Leave a comment:


  • replied
    Originally posted by Zipker View Post
    Hi, Theokoles!
    Could you help me please?


    I have project in 4.24, where I've animated scene in Sequencer with WaterPlane and Ship, But when I opened it in 4.25, Surface of WaterPlane doesn't look as a Surface of WaterPlane from 4.24 project. And unfortunatly Surface of WaterPlane(4.25) dissynchronization with Ship.
    What could have gone wrong with it?
    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.

    Leave a comment:


  • replied
    Hi, Theokoles!
    Could you help me please?


    I have project in 4.24, where I've animated scene in Sequencer with WaterPlane and Ship, But when I opened it in 4.25, Surface of WaterPlane doesn't look as a Surface of WaterPlane from 4.24 project. And unfortunatly Surface of WaterPlane(4.25) dissynchronization with Ship.
    What could have gone wrong with it?
    Attached Files

    Leave a comment:


  • replied
    I'd like to share some news about my progress with the transparent version of Physical Water Surface. This will provide some insight about the direction I'm taking with the development and about what to expect in the next updates.
    Please note: This is just a preview, these feature are not yet included in Physical Water Surface at the moment.

    True Refraction Shader
    The look of a transparent water surface is heavily influenced by the reflection and refraction of light. While there is a good-looking solution for reflection (SSR), UE4 lacks a good solution for realistic refraction on large water surfaces. To look realistic, refraction needs to follow Snell's Law which means that a straight object appears to have a sharp bend at the point where it penetrates the water surface, as shown in this picture.
    UE4 offers the Refraction Modes Index of Refraction and Pixel Normal Offset, and from the screenshots shown in the documentation it is clear that neither of these two option provides provides a geometry distortion according to Snell's Law.
    I've developed a shader called True Refraction that aims to provide realistic refraction for large water surfaces, providing geometry distortion of submerges objects according to Snell's law.
    Here is a screenshot that shows what this shader can do. The water surface is just displayed just a grid in this preview to highlight the refraction effect. On the left image, the refraction is disabled, while on the right image the True Refraction shader is enabled. Notice the sharp bend where the edge of the tilted cube penetrates the water surface, and also the distorted geometry of all submerged cubes.

    Click image for larger version

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    Line Trace to the Water Surface
    Physical Water Surface already brings a Blueprint that calculates the water height at a given location, which is basically the same as calculating the intersection point of a vertical line and the water surface. During the development of the refraction shader, I've implemented an algorithm that can calculate the intersection point of a line of any angle (e.g. a light ray) with the water surface. This can be very useful for other things than refraction, since it allows to perform a line trace to the water surface.
    The screenshot below shows the line trace Blueprint in action. The green sphere is drawn at the calculated intersection point of the line and the water surface. The number 4 indicates that the algorithm needed 4 iterations to converge.

    Click image for larger version

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    I'm planning to publish a video very soon that showcases the True Refraction shader. And you can expect an update very soon that brings the Line Trace Blueprint.
    Please let me know what you think about these upcoming features!

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  • replied
    Originally posted by Theokoles View Post
    In the newly released Engine version 4.25.0 there seems to be a problem with screen space reflections (they only work correctly with Temporal AA).
    I've also noticed this issue when I tested Physical Water Surface in UE 4.25.0: If FXAA is enabled then the SSR don't look right. Everything else works fine in the new engine version. So please consider this if you plan to migrate your project to 4.25.0.
    I'll monitor the situation, hopefully there will be soon an update of the Engine that fixes this issue with SSR.
    In engine version 4.25.1 the reflections look good again, so I've marked Physical Water Surface as compatible with the latest engine version 4.25. Please let me know if you should encounter any problems.

    The following information could be important for people working on cinematics with a fixed camera position: The phase of the Gerstner Waves in Physical Water Surface is randomly generated in Blueprint, using the Random Float in Range from Stream Blueprint node. This approach results in a deterministic water motion each time the game is started because the same seed is used. In UE 4.25 the Random Float in Range from Stream node returns a different value from the same seed than in previous engine versions (according to the engine release notes this behavior is intended).
    As a consequence, the water motion in UE 4.25 is still deterministic, but it is different from the water motion in engine versions 4.10 to 4.24. The only difference is the phase of the waves (which is random anyway) and it is actually quite difficult to spot the difference with the bare eye.

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  • replied
    In the newly released Engine version 4.25.0 there seems to be a problem with screen space reflections (they only work correctly with Temporal AA).
    I've also noticed this issue when I tested Physical Water Surface in UE 4.25.0: If FXAA is enabled then the SSR don't look right. Everything else works fine in the new engine version. So please consider this if you plan to migrate your project to 4.25.0.
    I'll monitor the situation, hopefully there will be soon an update of the Engine that fixes this issue with SSR.

    Leave a comment:


  • replied
    Originally posted by unit23 View Post
    The page does not exist, can you point me to a guide, or briefly describe steps, thanks.
    I've updated the documentation with a detailed description how to setup the connection between Orbit Weather and Seasons and Physical Water Surface, see here: https://github.com/Theokoles/Physica...er-and-seasons

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  • replied
    The documentation for Physical Water Surface is now available here on GitHub: https://github.com/Theokoles/PhysicalWaterSurface/wiki

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  • replied
    Tried to create a mobile friendly shader/material that uses WaterMotion. and it kinda worked. FPS is acceptable on newer IOS devices (40-60FPS on Iphone 7) used in the videos below.

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  • replied
    Originally posted by RMelin View Post
    Hi Theokoles,

    Is there any plans of making physical water surface mobile friendly? I have tried my game on IOS, and the water material does work after some modifications, at roughly 1 fps
    Yes, a mobile version is definitely on my list of things that I want to investigate because quite a few people have already requested it. But at the moment I'm working with highest priority to bring transparency to Physical Water Surface.

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  • replied
    Hi Theokoles,

    Is there any plans of making physical water surface mobile friendly? I have tried my game on IOS, and the water material does work after some modifications, at roughly 1 fps

    Leave a comment:

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