Unreal 5.1 Beach tours and stock water shore lapping tutorial.

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Gregg Gavitt

Gregg Gavitt

Күн бұрын

Пікірлер: 71
@doctorfrequency
@doctorfrequency Жыл бұрын
I was looking for EXACTLY this to make beach water without an expensive plug-in! Thanks Gregg!
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Np!
@Mazzoav
@Mazzoav Жыл бұрын
Any tip? Cant get foam to show up in the 5.3
@poly_base3d
@poly_base3d 2 ай бұрын
thanks for great tutorial sir
@buzzrd.
@buzzrd. Жыл бұрын
Looks really good!
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Ty!!
@BetaraptorLP
@BetaraptorLP Жыл бұрын
Hi, could you please add a bit more details about how you got from weird blobs of while at 10:00-ish to extremely natural looking foam at 11:00?
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Np...Here is a screen shot of the foam settings from the ocean material at 11:00 pic4net.com/pm-J2B5ZN.html Just click to zoom in. I might end up doing another tutorial that just goes over the foam and wave settings as well.
@BetaraptorLP
@BetaraptorLP Жыл бұрын
@@gregggavitt2795 Thank you very much! Water and volumetric clouds in unreal feel extremely beta, setup is a bit complicated, default numbers are all over the place... About the waves going towards the island, would it be possible to achieve it by altering default direction towards a single point rather than direction, or perhaps combining 4 oceans like you sort of did with the lake? Im not proficient enough of course, it all depends on how the waves are calculated.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@BetaraptorLP NP I hear ya there is a ton of settings and things to setup! AFAIK You cannot do circular waves yet in the current stock system so you wont be able to make the waves all meet at one point like the center of an island. There might be a way to do multiple water bodies that make it appear that they are doing circular thing but you will end up with seams in the water between the bodies. I also don't think you have more then one fluid sim bp on a level ...so driving the foam would be difficult without using custom materials. BTW Here is some more pictures of the wave and foam setup from that level This first one is of the wave settings for the foam. This is from the lake that is driving the foam on the ocean. In my level the ocean was using a wave asset and the fluid sim will not be able to use that. pic4net.com/pm-ON0R7H.html Here is a picture of the wave asset that is driving the actual wave geometry of the ocean. pic4net.com/pm-OBV25V.html and here is all the wave settings in the fluid sim pic4net.com/pm-EE6HNS.html
@BetaraptorLP
@BetaraptorLP Жыл бұрын
@@gregggavitt2795 Perfect, thank you so much, this will be a massive help. I have one more question, is it possible to do dynamic distance field with these waves? Im talking about foam around objects like rocks, but more importantly dynamic wettnes (specular) on shores, going up and down as waves wash on the sand, instead of hard line of always wet sand below z level.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@BetaraptorLP Np! Great questions...Yes there is actually distance field based stuff built into the BeachFoam material function. Here is a screenshot of where it is. pic4net.com/pm-Z79XI8.html From what I remember you just have to hook up it to the multiply pin on the right. I found that it would put foam near shore but it would cut off after a certain distance away from the camera. Probably the problem they are referring to in the node comment and thats why they dont have it hooked up by default. Might work anyway for ya if you dont mind the cutoff..it was a decent distance away from what I remember but it was jarring enough for me to turn it off. Its also gonna leave a pile of foam at the shore regardless of what the waves are doing so thats another reason I left it turned off for the stuff I have been doing. I'm almost positive there is a way to make a separate foam material via distance fields just for rocks etc so that might be something you want to research as well... I am kinda doing that on my Statue of Liberty beach vid but, its actually just patches of foam I placed by hand around the rocks that are following the waves via the gerster node method I go over in my last tutorial. The dynamic wetness thing I have seen done before in unreal but I haven't figured out how to do it yet. This ocean shader which was a monthly give away a few years ago has that feature www.unrealengine.com/marketplace/en-US/product/beach-wave-water . I started my free asset collection like a month later so I dont have it in my collection. I think it looks great for 2017 but ill wait till its on sale if I am gonna buy it just to study it in 2023 ;] . I'd bet there is something out there on the web describing the methodology but I haven't found anything just yet. Lmk if you do I would love to check it out.
@fromdelicias6556
@fromdelicias6556 Жыл бұрын
It is possible to change the BP_FluidSim direction? I've noticed that the foam only flows to one direction. In my case, I'm making an island, if I put the fluidsim bp in one side, the foam shows correctly, but if put the BP on the other side, the foam emerges from the sand and goes to the ocean 😅. So all I want is to get the reverse effect, basically change the direction of the foam. Is it possible?
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Afaik there is no way to do circular waves with the current BP_FluidSim. I have also tried using two BP's, but only one seems to work no matter what settings I choose etc.
@fromdelicias6556
@fromdelicias6556 Жыл бұрын
@@gregggavitt2795 I tried to add two bp fluid sim in two sides of an island, with two different waves. At a first time apparently works, but when the player approximates to another bp fluid sim, the editor crashes 🤔
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@fromdelicias6556 Hmm I didnt get crashes but this was a few UE versions ago when I tried it. . Are you using the follow player feature in the BP_Fluidsim? I think I also might have tried it on two different water bodies in the same level etc.
@fromdelicias6556
@fromdelicias6556 Жыл бұрын
@@gregggavitt2795 I think yes, but I don't know what the follow player feature is. Just migrated the BP fluid sim from your project. About trying in two different water bodies, it's seems that the foam from BP fluid sim spawns in all water bodies existing in your levels. If you put more than one BP fluid Sims with two different waves, apparently it simulates the one that is closer to the player, and if your character approximates to another bp fluid sim, the game crashes. For the moment, I think that the best option is by using only one fluid sim with default gerstner waves
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@fromdelicias6556 There is a feature in the BP_Fluidsim where it will follow the player around and only spawn foam etc near them. Not sure if you have it on or not but either way it sucks that its crashing with two sims. I think your right as well , its definitely not designed out of the box for two BP_Fluidsims in a level.
@SeniorArchitect
@SeniorArchitect 2 жыл бұрын
Thank you for a good tutorial. In my opinion, you explained everything quite well. It seems that I accurately repeated everything in your tutorial with three projects (one in version 5.1 and two in version 5.0.3), but I could not get foam. Could it be the reason not to RTX video card? Or, perhaps, I need to turn on some plugins? Can you share your project to study?
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
I hear ya..That foam can be tricky to setup. Mostly because it needs to be set to use a water body that is not using a wave asset. The wave setting on the water body has to be the regular simple gerstner wave generator and not using a asset. You also need to check enable ocean foam in the material. Here is the level from the tutorial with stock lighting instead of UDS and with the foam working. Just uncheck enable VS mapping in the ocean material for the lake lap trick to work in this project(I left everything at default on the ocean mat by accident). mega.nz/file/oOZWwDSI#lPZ6GLy5u7osuxX9vecuu7n7XGAUXn3n2YrVY6uBGqw
@SeniorArchitect
@SeniorArchitect 2 жыл бұрын
@@gregggavitt2795 Thank you for advice and for sharing project! Indeed, my mistake was that I used the Water Wave Asset Reference instead of Regular Simple Gerstner Wave Generator.
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
@@SeniorArchitect Np!
@ChaosResolution
@ChaosResolution Жыл бұрын
There's a sort of render-distance or LOD effect which stops rendering the waves, but I can't figure out where. It looks fine up close if I bring the camera down as close as you would in first-person, but I'm making a top-down view controller so it needs to work from further away. Any ideas?
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
I am away and dont have an unreal install available..but There is a setting in the ocean material.. its "normal distance" or something with normal in the title.. and that will set the distance of the waves. By default its setup pretty close.
@ChaosResolution
@ChaosResolution Жыл бұрын
@@gregggavitt2795 thanks, I’ll check it out!
@ChaosResolution
@ChaosResolution Жыл бұрын
@@gregggavitt2795 It was the Water Distant Normal Offset, thank you!
@Reaxgrim
@Reaxgrim Жыл бұрын
Nice water. Shame this does not seem to work in 5.1.1 even tried your project files. zero foam :) wonder whats broken or what epic changed.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Heya not sure what is up. I just downloaded the tutorial level..loaded it in 5.1. Hit play and the foam is working.
@Reaxgrim
@Reaxgrim Жыл бұрын
@@gregggavitt2795 No problem. must be on my end. :) now for me to work out what i broke haha.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@Reaxgrim Np.. Lmk if you figure it out.. Ill probably make another video just going over some of the water material setup especially the foam part. Its not intuitive at all and I would like to put in some trouble shooting tips into it etc.
@omidmehdipour4912
@omidmehdipour4912 Жыл бұрын
Hey man, thank you for awesome tricks. I made water body lake but honestly I can not see it made any difference, I watched the tutorial for several times now to find out If I had missed a point. any particular point I may had missed? (do we have a usual missable point on this trick?)
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Np! Have you tried the tutorial project linked in the description? That might help you find the missing step etc.
@omidmehdipour4912
@omidmehdipour4912 Жыл бұрын
@@gregggavitt2795 That would be great
@ron-yi1ez
@ron-yi1ez Жыл бұрын
do you somehow jump in your tutorial? because I followed it but it does not produce a foam effect
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Double check your fluid sim. The wave body it is set to cant be using a wave asset. It has to be the simple gerstner generator.
@art_archiving
@art_archiving 2 жыл бұрын
hello buddy Thank you for making a good video. I'm watching this video. Even if you use enable water vs mapping, it doesn't look like a video, and it's stuck with a lake. Also, I wonder how it is possible because foam does not occur even if I do fluidsim.
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
Heya, did you change the material overlap setting on the lake to a negative number? Are you picking a water body in the wave settings on the fluid sim?
@art_archiving
@art_archiving 2 жыл бұрын
@@gregggavitt2795 Are you talking about the overlap material priority of the render setting tab of lake? It was the same even if I changed this number. Fluidsim's water body did the same as the video.
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
@@art_archiving Yeah thats the setting. BTW The VS mapping setting is on the ocean material not on the lake material.
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
@@art_archiving What are your wave settings on the ocean body? If the waves are too small the foam might not show..and The fluid sim cant use a wave asset reference. Has to use the "regular" wave settings
@gregggavitt2795
@gregggavitt2795 2 жыл бұрын
BTW I can export the tutorial level to a downloadable project if your still getting stuck.
@MarioCola
@MarioCola 7 ай бұрын
doesn't work for me on 5.4.2, would you help me on discord for a fair price?
@gregggavitt2795
@gregggavitt2795 7 ай бұрын
Heya have you tried the demo project linked in the description?
@MarioCola
@MarioCola 7 ай бұрын
​@@gregggavitt2795Will try this evening, if it works where can I donate?
@MarioCola
@MarioCola 7 ай бұрын
@@gregggavitt2795 water material master is broken, normal pin is not connected in your project so no water material can get rendered so i connected the pin, applied and saved the material and now water is rendered but no foam at all, let me know if you have some professional willing to help for his hourly rate
@MarioCola
@MarioCola 7 ай бұрын
​@@gregggavitt2795doesn't work either 😢
@MarioCola
@MarioCola 7 ай бұрын
@@gregggavitt2795 i fixed it myself, also in your demo the normal node is unplugged from the water material output so be aware no water is rendered without that
@tgreis
@tgreis Жыл бұрын
dude, i did the same thing you did, i didn't get any foam from the waves
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Make sure the water body that the fluid sim is using for the foam is not set to use a wave asset. You have to use the simple gerstner generator on that water body.
@tgreis
@tgreis Жыл бұрын
@@gregggavitt2795 sorry mate. No matter what I did. I couldn't understand where I made a mistake.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@tgreis See if it works in the tutorial level I posted. mega.nz/file/oOZWwDSI#lPZ6GLy5u7osuxX9vecuu7n7XGAUXn3n2YrVY6uBGqw
@tgreis
@tgreis Жыл бұрын
@@gregggavitt2795 my version is 5.0.3 ?
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
@@tgreis I don't have an earlier version. I'm not sure if they changed anything between versions though. Double Check in your ocean material that waves are allowed I think its checked by default but i'm not sure.. And also double check your fluid sim. Has to be set to a water body that is not using a wave asset. I know its really not intuitive and I wish epic would fix that part about the asset.
@jklappenbach
@jklappenbach Жыл бұрын
You fought with it quite a bit, and I commend you. But, as I suspected, it's not possible to get good wave simulation on a beach with the Water Plugin, alone. The Fluid Flux plugin has come closest to that goal, but they're using Niagara. But they're not even using it to the degree that I would like to see. Niagara is amazing. But Niagara isn't going to provide an open world sim for a massive ocean landscape. Neither is Flux. So, there's a lot of work to be done, combining the best ideas from each of these frameworks.
@gregggavitt2795
@gregggavitt2795 Жыл бұрын
Ty. This might good enough depending on what you need for your game or vid but I hear ya.....if you need a much higher fidelity wave sim then this is definitively not gonna cut it right now.
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