Overview | UE4 Adv. Water Material

preview_player
Показать описание
A new version of my water material for Unreal Engine 4 featuring many new additions including distance field water surface flattening, foam and culling.
Рекомендации по теме
Комментарии
Автор

I was looking on the market place for this asset but it isn't there. Any idea on when it will there? One of my projects needs one of the features you have in this video. Even after getting this asset I will have to do a ton of work to get it to function as I want.

trickyshot
Автор

Nice improvements, it is looking like a very good pack you have put together, keep up the great work.

mantronicsenterprises
Автор

So I bought the pack for the ocean water, at default with no settings changed I try to expand it to say a scale of 100, but the waves only go up and down in the center, and on the edges of the 100X100 and the water does not even move...is there a way to fix this?? Perhaps a tutorial / patch to help provide an example of how to apply this correctly for large oceans. The water looks great otherwise, and the foam is a nice touch. I did notice one other small issue with the foam water along shorelines (it has these invisible or holes that appear at regular intervals, leaving the bottom of the mesh completely open to the land in like ocean bays and such), not sure what it is but it has to do with the foam on the water when it hits the shore. I disabled the foam part in the master material and the problem went away, so I know its relegated to the foam portion i believe?? It would be great if you could do how to make an ocean tutorial using your product...perhaps I am doing something wrong? I did check all the variables such as Fresnel as well, but nothing fixed that issue...any help would be appreciated. I hope we can get this updated and fixed if this is a bug due to 4.20.1

Much Thanks! :)

Diskonnected
Автор

How does this material work with VR? Specifically the Forward Renderer. Most translucent water shaders are practically unusable in VR games, but in the UE4 marketplace you have Oculus as one of the supported platforms. Have you done any specific optimization to make this material VR friendly?

matt