Hello, I have a problem. When drag&dropping BP actor on my scene I can't see the water displacement when turning on pathtracing. it works on your example maps tho. Do you know what causes this?
@dumpsterfireproductions3 күн бұрын
Hi! There are a few extra steps you might need to do when rendering a Path Traced Ocean - we go over these here: kzbin.info/www/bejne/g2OmnZaQptCse7Msi=7S7CkiZSaLYRQ2F0 If you have any further questions do let us know on our support email.
@FPChris10 күн бұрын
I need an underwater fog to hide the hard edges of the landscape.
@dumpsterfireproductions8 күн бұрын
Hi! Could you send us a screenshot of the desired effect to our support email so we advice you better if this is possible with out product :)
@CLT989812 күн бұрын
Maybe I am misunderstanding, but what if you want to work with volumetric underwater on a large scene? Are you restricted to such a small area near the origin of the ocean or is there a way to expand it?
@dumpsterfireproductions12 күн бұрын
Hi! You can expand the component scale if you wish to preview it better in editor - but otherwise during Play or when rendering the volumetric effect will move with the Tracked Actor so it will always be there.
@CLT989812 күн бұрын
@@dumpsterfireproductions Hi! Thanks so much for answering. How can I expand the component scale? I have been checking out your tutorials but must have missed the one where you explain how to do it. Could you link that video please? Thanks again!
@dumpsterfireproductions12 күн бұрын
@@CLT9898 Hi! We cover this towards the end of this tutorial here: kzbin.info/www/bejne/haTQm2CVpLaFl7Msi=rmTg9ePCopj_fGWV&t=2404
@qr755714 күн бұрын
Welcome . Question: Can a waterfall interact with this water?
@dumpsterfireproductions13 күн бұрын
Hi! We do not have waterfalls as a part of this asset, though you can have a setup where invisible actors generate dynamic waves - in theory you can have an actor like that at the base of a waterfall which will generate ripples.
@gameDev_Pat15 күн бұрын
Thank you for the great contents and plugin. I've been really having fun using this plugin. One question though, I kinda want my objects to roughly fake out buoyancy for performance and gameplay. (I just wanted to roughly move along z axis and maybe shake a bit left and right) I noticed that the more buoyancy object there is it becomes quite expensive. In that case should I erase all the buoyancy related code (including Raw Grid and Mesh Grid) except for Buoyancy volume and implement custom code with it? or is the meshes and raw grid there to precisely calculate the collision? Thank you!
@dumpsterfireproductions14 күн бұрын
Hi! The Raw and Mesh grid are needed to efficiently sample the ocean surface height, so yes they are needed for buoyancy. There are a few things you can try like having a lower buoyancy range or resolution. OR use our fake GPU buoyancy that for small objects like debirs which we show that off here: kzbin.info/www/bejne/n6bbc4NnbLt2nZYsi=pCiCTkA41Ayug9Jj&t=404
@kinglaw168817 күн бұрын
I just bought your product but when I load any of your presets the dont look like yours do,my ocean looks darker and kinda flat no details like yours does,I have tried both UE5.3 AND UE5.44 are there some settings I should switch on in Unreal Engine to use your Product??
@dumpsterfireproductions16 күн бұрын
Hi! Chances are that you need to press the Live Ocean button on the Ocean Actor to preview the ocean simulation while in Editor. If this does not help please let us know on our support details along with details regarding your setup so that we can reproduce the issue on our end.
@아하하하하하하-i3u20 күн бұрын
Hello, I'd like to try the 6.0 Preview. Do I need to purchase it separately on Gumroad?
@dumpsterfireproductions19 күн бұрын
Hi! Yes - Gumroad is where our BETAs and Previews are done. However once the update is finalized we make it available in the Unreal Marketplace as well. The Gumroad version is more suitable for studios and individuals that would like to test and play around with upcoming features, but they are not really production ready until they go live on the Unreal Marketplace.
@nontao961020 күн бұрын
Does Waterline support Android? How to set it up?
@dumpsterfireproductions19 күн бұрын
Hi! We do not support fully mobile platforms at the moment. We do have some basic features that will work on Mobile which you can see here: kzbin.info/www/bejne/Y6Ddn5udZsd9p7csi=ACEpGVGlLOrr7-iM This is something which we will be dedicating more time in the future.
@fmbifrost219820 күн бұрын
Thanks for this tutorial. I think that on the latest version Dynamic Foam Churn Tile was remove the the Material, leaving very little control on the look of the churn.
@dumpsterfireproductions20 күн бұрын
Hi! If you disable "Dynamic Foam Use Noise for Churn Texture" you should see the Tiling parameters. If the issue persists please let us know on our support email :)
@ramixsabeh22 күн бұрын
Love the plugin, does it work with 5.4?
@dumpsterfireproductions21 күн бұрын
Yup (the last few minutes of footage are from 5.4. In the video we recreate the scene in 5.3 to see how ray-trace reflections would look) ;)
@ryqnsuttqn22 күн бұрын
Why cant I find light_direction_bp in place actors?
@dumpsterfireproductions22 күн бұрын
You should be able to find it in: Waterline/1_Waterline_Content/0_Waterline_Actors/Light_Direction_BP
@Fafmagic24 күн бұрын
Awesome!
@interactingarts25 күн бұрын
I actually got sea sick from watching this video (not kidding)
@gameDev_Pat28 күн бұрын
Just wondering how the performance for the water materials are. In a full ocean scene, would it have significant fps drop? Just wondering if its possible to create game around it without making it too resource expensive :O.
@dumpsterfireproductions28 күн бұрын
Hi! The asset if very much game ready (a few projects are using it and a few have shipped with it) In terms of performance you can expect something close to or much better than Unreal's vanilla ocean as we have a TON of quality and performance settings like different simulation resolution and also the ability to set individual frame-rates for the simulations (although we have certain VFX that are targeted for per-rendered cinematics so these will lower performance) Also soon we will support different ocean simulation models as well as pre-baked sim data, sooo performance can be anything you need really. If you have any more questions please let us know on our support email with details regarding your project and we can give you more details :)
@CreatedbyvanishАй бұрын
any idea why my path traced foam is black?
@dumpsterfireproductionsАй бұрын
Hi! Could you get in touch with our support email with details regarding your setup and engine version so we can take a look at the issue.
@CreatedbyvanishАй бұрын
@@dumpsterfireproductions will do thanks
@CreatedbyvanishАй бұрын
@@dumpsterfireproductions i sent a email
@CreatedbyvanishАй бұрын
I know this video is older im on ue 5.4 and for the life of me i cannot get foam to appear
@victorblanchard7774Ай бұрын
in 5.4 there is no more option to choose ray traced reflection in the PPV, and the high quality reflection from lumen "Hit lighting for Reflections" enabled give renders issues like flashes with the waves in the ocean. What is you recommandation to deal with reflections with waterline and lumen on 5.4?
@dumpsterfireproductionsАй бұрын
Hi! This is a tough one as Lumen reflections at the moment just aren't good enough :( In terms of simple solutions we'd recommend using SSR with a Skylight just like in the past. Otherwise artifacts with Lumen Reflections can generally be fixed by adjusting the intensity of the water normals (Lumen seems to somehow decide what normal values will work best with it, so this can be a little limiting) Next up you can use some extra console variables that extend the ray-tracing distance for Lumen Reflections, which can give you visuals that are very close to what we show in the video. If these do not help, please let us know on our support email along with screenshots and details so we can reproduce the artifacts on our end and investigate further.
@GES1985Ай бұрын
Can you add a second volume layer and simulate a violent storm rolling through the otherwise calm waters (and hopefully they collide to bridge the two fir realism sake)
@dumpsterfireproductionsАй бұрын
Hi! You can drive all parameters of all the ocean simulations independently via a level sequencer, so this is very much possible.
@GES1985Ай бұрын
Will this work on a voxel planet?
@dumpsterfireproductionsАй бұрын
Hi! Not out of the box, though all the render targets for the ocean displacement, normals and foam are exposed, so you can modify the Ocean Actor to run the simulation, but use these textures in your own custom material/mesh setup. Though this will require some experience with Unreal's materials and blueprint systems.
@GES1985Ай бұрын
What would you recommend for water option(s) for a smooth "photorealistic" minecraft-like, using a voxel planet?
@dumpsterfireproductionsАй бұрын
Hi! Difficult to say we have a ton of settings so you can do pretty much any look you want. We have a video that goes over all of these here: kzbin.info/www/bejne/fGSpYqRtZZ2Vnqssi=-lxFgQY094Wk6t9T We also have a bunch of preset maps which you can see here: kzbin.info/www/bejne/lYu1fHiXpb2siMUsi=29J6uQqpEBwGw00z&t=80
@PoisonRedAngelАй бұрын
for the light_direction_bp what if my directional light is moving how can set that up since im using the Sun Position Calculator plugin
@dumpsterfireproductionsАй бұрын
Hi! You could try grouping the two actors (Directional Light + our BP). If this does not work do let us know on our support email and we'll give you a step bu step guide on setting up a more robust solution.
@PoisonRedAngelАй бұрын
@dumpsterfireproductions I will give that a try thank you
@JohnDBensonАй бұрын
@dumpsterfireproductions is it possible to use this to achieve an oil-on-water look? if so any guide that will help
@dumpsterfireproductionsАй бұрын
Hi! We sort of have a guide on that :D kzbin.info/www/bejne/g5OlmIyvjtegh8ksi=8pnQltDIxqBY-WrO This is more of a general workflow on how to create your own WaterStamp decal, but generally you can use to throw on any decal like effect. If you still have trouble achieving this do let us know on our support email.
@JohnDBensonАй бұрын
@@dumpsterfireproductions Amazing will check it out.
@ModelWhatYouSeeАй бұрын
Hi! I'm a owner of WaterlinePro and wondered if there was a way to see underwater caustics ABOVE the water, like looking into a reflecting pool? I know this can be done with decals etc, but was curious if there was a way to do it with your tool. Thanks!
@dumpsterfireproductionsАй бұрын
Hi! This is possible. As long as you have ocean caustics enabled they will be drawn to the "RT_Result" render target which you can use in a light function material, which when placed on a spotlight should give your the effect that your are after. If you have any questions on the process let us know on our support email and we can giude you further :)
@unrealopenworldАй бұрын
In the blueprint class 'Rectangle_Water_Volume' there is no setting 'Water Mesh Settings'. 😏
@J4FThunder6662 ай бұрын
is it fixable for 5.3 ? there is not def. Lit, only Lit. Video does not work. Please help
@dumpsterfireproductions2 ай бұрын
Hi! Could you get in touch on our support email with details regarding your setup so we can replicate the issue on our end.
@yejiyu85842 ай бұрын
Excuse me, I created a new level and put in the new 'BP_Waterline_Ocean_Gen_3(5.2)', but there is no waterline under the Collision tag of my ship, so the sim effect does not appear. Why is this?😢😢
@dumpsterfireproductions2 ай бұрын
Hi! If this is a new project you will need to manually create an additional Waterline object channel before migrating the asset. We show how you can do this here: kzbin.info/www/bejne/Z3SpaqmajdJpbMUsi=1bDg_LN-VcemOz2S If the issue persists please let us know on our support email.
@yejiyu85842 ай бұрын
@@dumpsterfireproductions Thank you very much. I will reset my project according to the tutorial and give it a try.
@amirierfan2 ай бұрын
How could we record the dynamic simulation using sequencer for cinematic purposes? Is it possible to have a static mesh trail recorded using something like take recorder?
@dumpsterfireproductions2 ай бұрын
Hi! Generally when rendering out an animation you would want to set your camera tracker to Track Actor (and select your subject) or Set a Level Sequence. When rendering with MRQ the dynamic waves will appear as expected. Take recorder is not something we've tested, so we can't give any guarantees there, but if you face any issues do let us know on our support email.
@amirierfan2 ай бұрын
@@dumpsterfireproductions Thank you! It would be fantastic if you drop a video explaining this so we see your process very clearly. Would truly appreciate it.
@PalmaMultimedia2 ай бұрын
Loving this!! The only thing I can't seem to get a grip of is the wake 'spread' (Kelvin wake) as the boat moves away. I'm using Boat_polymsh2 with M_water_hole Material going at the same location as my very big high res motor yacht. Otherwise it looks Xlent.
@dumpsterfireproductions2 ай бұрын
Hi! Could you get in touch on our support email with some screenshots on what you are getting vs what you are aiming for in terms of shape. Generally the animation speed and dampening parameters are what influence the wave shape the most.
@PalmaMultimedia2 ай бұрын
@@dumpsterfireproductions Hi, thanks for getting back to me so soon, I'm impressed and grateful. I'm sure it's operator error as it's my first attempt; so I shall persevere on the project and see if I can get to understand the process better. Will send you some screenshots as applicable.
@PalmaMultimedia2 ай бұрын
@@dumpsterfireproductions Hi. After burning a few gallons of midnight oil I got it figured out! In my case adjusting the Sim Normal Power to -30+/- makes the wake spread out as required. Thanks again for your input; much appreciated.
@OmniInfinity2 ай бұрын
Is Waterline Pro optimized to use for games? It looks exactly what I would need for my open world game.
@dumpsterfireproductions2 ай бұрын
Hi! It can be - we have a ton of VFX and quality settings so yes it can cover everything from games to pre-rendered cinematics :D
@schutters942 ай бұрын
Is there a fix where the directional light is actually blocked by assets in the scene, at the moment you will see the reflection of the directional light everywhere in the water no matter if you try to block it with a mountain for example or something else.
@dumpsterfireproductions2 ай бұрын
Hi! This could be due to a number of things: 1) The extra Sub-Surface Scatter we do - you can set the color to black and disable it and have the water material's built in slightly less detailed SSS do the work. 2) Make sure that the mountain mesh is water tight, or has a two sided material or has cast two sided shadows enabled. 3) Make sure you are NOT using Ray-Traced shadows from your Directional Light. You can enable VSMs and add these to your project DefaultEngine.ini: r.Water.SingleLayer.DepthPrepass=1 r.Water.SingleLayer.ShadersSupportVSMFiltering=1 r.Water.SingleLayer.VSMFiltering=1 These will make VSM look extra nice (ray-trace like) :D
@schutters942 ай бұрын
@@dumpsterfireproductions Thanks, I will try this!
@DeBaRe2 ай бұрын
Hi there, thx for your detailed videos! The PA-Spectrum is looking great! I have one (maybe stupid) question: what If I have a big island and need to have the direction of the waves coming towards the coast; like from different sides? is there a ground swell besides windswell? (sorry if I missed it somewhere)
@marccspro2 ай бұрын
Hi ! I'm having an issue with adding WL to an UE5.4.2 blank project. I did the migration process, (Diselecting all level folders). But once I drag and drop the 'BP_Waterline_Ocean_Gen_3' blueprint in my world, the ocean stays flat, '5_RT_Ocean_Height' is completely white, '6_RT_Ocean_Normal' is completely blue, and '7_RT_Ocean_Foam' is completely black, no thing is generating, even when clicking on 'Live Ocean'. When running the game it's the same. I tried some WL maps, and same result. However, the original waterline project does work. Do you know what's going on? Thanks!
@dumpsterfireproductions2 ай бұрын
Hi! We did some tests in UE5.4.2 and what we ended up doing was migrating the main Waterline folder just like in the video - this did result in a crash in the default WaterlinePRO project, but after opening the blank project we were migrating to we found that all the assets had been migrated correctly (so don't worry about the deselecting the level folders for the time being) One more thing is that compute shaders can sometimes compile in the background and newer Unreal versions will not always show this - it may be worth waiting a few minutes (5-10) to make sure these have finished before pressing Live Ocean. If the issues persist could you let us know on our support email and we will investigate further.
@arturrosa31662 ай бұрын
This is really great! What a great idea! Just one question: do the wind patches and sea floor textures also work with Unreal native water system? Thanks!
@dumpsterfireproductions2 ай бұрын
Yup! Since this new update they do :D
@dding_one13892 ай бұрын
Does It have a good looking/shading on top view?
@SumNumber2 ай бұрын
Looks really good . @0:01 If you made the reflections static , it would look like a misty/smoky forest of unknown type on the side of a mountain. Cool effect. :O)
@citamus2 ай бұрын
Can I make a skeletal mesh interact in this way? If yes, how? thx a lot <3
@dumpsterfireproductions2 ай бұрын
Hi! The next two parts in this series should help with that: kzbin.info/www/bejne/qGmzq6efd6x3fc0si=ch0CvLe-lIAWp3DU kzbin.info/www/bejne/kH65lmVufNh_n6Msi=5sB1DZ3_w4-rmAfA If you run into any trouble do let us know on our support email
@ibrahimakca86283 ай бұрын
bitch wave where?
@ModelWhatYouSee3 ай бұрын
Just purchased this, are there any issues with it using Ultra Dynamic Sky?
@dumpsterfireproductions3 ай бұрын
Hi! If using cloud shadows or volumetric fog from UDS you may need to use the non-volumetric underwater VFX. Other than that you should be good :)
@topg26393 ай бұрын
What would be really cool is if we could connect UDS weather to the state of the ocean ie high wind makes big swells and vice versa
@DeBaRe2 ай бұрын
That'd be awesome! was just thinking about what a great couple UDS/UDW and Waterlinere is.
@topg26393 ай бұрын
Awesome!!!!!!
@tarekhasan08853 ай бұрын
can you give me water?
@hubertserafin96353 ай бұрын
is it possible to add this to water system plugin from unreal?
@dumpsterfireproductions3 ай бұрын
Yup :)
@djangosmissingfingers3 ай бұрын
I am having issues with objects not floating either - I have the Waterline channel added
@dumpsterfireproductions3 ай бұрын
Hi! Could this be linked to the Object Channel setup that we show here: kzbin.info/www/bejne/kH65lmVufNh_n6Msi=qTT1S0p7_5hehcZD&t=132 If the issue persists please let us know on our support email :)
@Jensonian183 ай бұрын
I just purchased this and I'm not really sure if I did something wrong, but absolutely nothing floats. Even in a brand new default project created with only Waterline and nothing else and then loading the buoyancy ocean demo maps as soon as I play or simulate the boats sink and anything added sinks. I even tried adding just regular spheres setting simulate physics, generate overlaps, with the "On" tag and then making sure enable ocean buoyancy is set on the ocean bp... and still immediately sinks when play or simulated. I'm about to lose my mind over this or try to refund. Is there any video here that contains all the correct settings to make buoyancy work in one video? edited to add I'm using UE 5.4
@dumpsterfireproductions3 ай бұрын
Hi! Is this on a default WaterlinePRO project or a blank one that you Migrated the assets to? If so did you make sure to add the Waterline Object Channel in the project settings before migrating - we show this in our Getting Started video here: kzbin.info/www/bejne/Z3SpaqmajdJpbMUsi=Imk4b3O3alnlSIQo If the issue persists let us know on our support email.
@Jensonian183 ай бұрын
@@dumpsterfireproductions Thank you for the reply! I think I figured it out. This was on the default WaterlinePRO project but I was having the same issue in my own project too. I did add the custom channel. However in the demo maps and the map I set up all the buoyancy channels were set to ignore. After setting world static to block my actors are floating.
@djangosmissingfingers3 ай бұрын
@@Jensonian18 Hey I am having the same issue - where do I find the buoyancy channels?
@Jensonian183 ай бұрын
@@djangosmissingfingers They should be on your main ocean blueprint in the details. If you scroll down towards the bottom under the path tracer section. There you should see the water buoyancy channels. Set whichever channel your objects are you want to float to block instead of ignore.
@iansmith33013 ай бұрын
Could you consider adding a large water splash / or water explosion as a stamp?
@marklavania36803 ай бұрын
Love it!
@marklavania36803 ай бұрын
Really interested in buy this one. But would like to confirm if Waterline PRO also has WaterStamp features or do we have buy both. Please reply ASAP. Thanks
@dumpsterfireproductions3 ай бұрын
Hi! WaterlinePRO and WaterStamp are separate products.
@kamilsa86003 ай бұрын
Great tutorials! I appreciate time and effort to explain Waterline module. Im new with the engine and started with Waterline Pro on UE 5.2. Trying to make my own custom ship model animated in this.. is possible that my model once imported somehow impact Waterline simulation? -cannot make foam, waves etc. I tryed eiter way -migrate model to Waterline or/and migrate waterline to project where I assembled ship model
@dumpsterfireproductions3 ай бұрын
Hi! There are a few ways you can try: 1) Lower the pivot of your object, so that Waterline can better detect your boat 2) Select the SimCapture Volume component and increase its Z Scale 3) Finally you can grab one of our premade Actors in the 7_Vessel_Presets folder, hide the boat mesh as shown here and place your own on top of it. If you still have trouble with this let us know on our support email and we will come up with a solution :)
@Zenosart3 ай бұрын
Following this tutorial on 5.4 version up to 2:27 and I get no improvement. Still green artifacts. I'm the only one? I will send you a mail
@dumpsterfireproductions3 ай бұрын
Hi! Between 5.1 and 5.3 there have been some major changes in the way the Path Tracer works. This is mainly in the way Emissive parameters are handled (lowering the brightness of the Sub Surface Color will fix the strong green highlights) Next up in 5.1 the Atmospheric Actor would also spawn a massive white plane at the 0 world height - this would also have an effect on the water color, so to get the very identical results we would suggest also placing one manually.