A deep dive into my process of creating this animated stylized ocean in UE

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Hey! Here's quite a technical deep-dive into how I made that Gerstner waves demo I showcased a few days ago. It is *not* a beginner-friendly tutorial on Gerstner waves and there's probably few things I forgot to mention here and there, or even failed to properly explain (I did some crazy shenanigans for this project so I apologize if some stuff is confusing) so feel free to ask me questions in the video description below. If you're in a hurry you can jump to 12:45 to skip the introduction and focus on that sea demo breakdown.

Also, in case you want a proper beginner-friendly introduction to Gerstner waves, I would recommend you to take a look at those links:
- UE's water plugin includes a lot of stuff related to Gerstner waves, including the above/below post process technique that I kinda forgot to explain in this video
- UE's source code is a gold mine! Head over to GitHub and search for 'Gerstner' in the Unreal Engine repository and you should be able to find *plenty* of information

0:00 Intro
2:56 Examples Overview
12:45 Waves State Capture
16:29 Waves Velocity & Foam Capture
18:52 Detail Flipbooks
19:45 Niagara Splash Particles
20:56 Vertex Interpolator issues
25:08 RGB&A Render Targets tips
26:22 Limitations & constraints
28:01 FFT?
28:26 Outro

Thanks for watching and thanks for your support!
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Great vid Ghislaine, and the Patreon files are amazing, so much depth of information there. Thank you!

norvsta
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the final result material is stunning, amazing work : )

darcygall
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Fantastic overview! I’ve worked a bunch with Gerstner waves in the past and have just started exploring the new water plugin tools (lots of interesting stuff in there). Your breakdown was excellent!

EricAAnderson
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Absolutly fantastic video ... one of the best tech art presentations ive ever seen on this site .. congratulations

cocopops
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Incredible! I was following your journey here on twitter and this is some of the most exciting stuff I've seen in a long time!

josefbuchner
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Thanks I bought it on patreon this has helped me better understand epic game waves and how it works (I don't recommend it for users looking to use it directly in their game this is for users looking for knowledge as performance is very unstable) Thank you very much for sharing these details, I will always support your work, the tutorials and guides are really good

kiradark
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Regarding capture rate - if you ping/pong'd between two RT's, you could lerp between them to avoid the snapping look.

duke
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Dude, you did an incredible job!

Does it support buoyancy? Can the waves be changed at runtime? Is it possible to create volumes with such details to use in the scene as local overrides?

unlinkedgames
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do you know if there's a way for iterating through the parameters from parameter collection? or do i have to manually loop through them.
seems like you did manually but if there is a way, please..

I would try to pack an array into a texture, but since they are not between 0 and 1, i can't use it. neither i can use color32 cuz its bytes. and increments by 1. so its like using ints.
i refuse to do it by hand.

bdenix
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Hey man! amazing work!. do you think its possible to make one big wave on this ocean? a big wave like tsunami? i have been struggling for a month now. may be because i am new in unreal engine. but it would be amazing and id be very much grateful if you can help me with any information

AdnanSky-smxk
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hi, im new to unreal and just wondering how do you update render targets in editor at real time, couldn't find how to do it anywhere. I've seen this in all kinds of projects but how?

alexd
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Hey Grishlain, as always amazing work! But I have a quick question how can I make the Ocean Multiplayer ready and how can several players use the same ocean without making the mesh too big? Or do I just have to use BP_GerstnerWater_Fixed

zytron
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Great work! Can this be applied to a spherical ocean?

HeavensDisciplesGames
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Insta subscribe. Remarkable work and explanation. Thank you

alexanderalikin
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Is this water replicated efficiently? Or do you have to do some extra time syncing?

martinberge
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How can you add Physics like Boujency to that and what option do I have to buy to get this?

leonardm
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Merci, pour cette magnifique vidéo. Elle est très inspirante.

Tiberius_Kane
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The water looks like in SoT, impressive.

morgan
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Merci beaucoup pour cette vidéo super intéressante !

georgesanxionnat
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How are you having the post process of the underwater blue perfectly under the waves??

nBodyResearch