Waterline PRO Tutorial: FFT Ocean Simulation

  Рет қаралды 10,495

Dumpster Fire Productions

Dumpster Fire Productions

Күн бұрын

Waterline PRO is available here: www.unrealengi...
and here: gumroad.com/l/...
For more info and news check out our Twitter Page: / df__productions

Пікірлер: 21
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Just a heads up: In newer versions the flat areas shown at 9:30 show up as spiky checkerboard patterns, the way to fix those is the same just lower the amplitude like we show here. The reason for the change is that we reworked our ocean sim to display even more details so instead of flat these regions now contain some noise :)
@Fafmagic
@Fafmagic Жыл бұрын
I love this product. By far the best water surface simulation solution in UE right now. I compare it to Ultra Dynamic Sky which is the first thing I add to any project. However… I think you can learn from UDS as you develop this product. I have 2 initial suggestions I wish you could implement asap: 1) Have ocean state presets like UDS has for its weather feature. The majority of your users don’t want to spend hours fine tuning values. We just want the state of the ocean simulation as required by our scenes. Then, we can fine tune the settings later if we wish. Here are some initial state examples: Calm Slightly Windy Constant Breeze Windy Stormy And maybe each preset could have a shallow and deep water variant. 2) work with a global wind actor/factor… again like UDS. It would be so awesome to have the ocean respond to changes in a global wind system. Hope these suggestions make sense. If you want to chat about them, feel free to get in touch.
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Hi! Presets at the moment are a bit tricky, mainly because of how many factors feed into the appearance of the water, making different materials isn't difficult, but ocean states are done on the actor level at the moment, so these variations will need their own levels - this is even more so due to other visual aspect like the lighting, atmosphere and fog. At the moment the plan is to have a premade set of levels for these that users will be able to build their scenes in, but they can't be a full on drag and drop BP Actors. Though again future tutorials will go into specific states like stormy or shallow/calm seas ;) Unless this is a vanilla engine feature we can't really integrate functions from 3rd party assets. It's very likely that the two systems can be integrated, but again its not something we are allowed to do - a more likely scenario is a future tutorial that is more general in nature on how one could integrate or rather reroute where some of the parameters come from that Waterline uses.
@lz4090
@lz4090 Жыл бұрын
@@dumpsterfireproductions At least premade set of levels, will give as idea on the output :) But I agree to the user, an integration video with UDS is quite sought out with your waterline pro from a lot of users, all over discord. Other ocean simulators have integration with UDS and that will really benefit a lot of existing and potential users. In addition, to that I was hoping if you could see a use for combining it with Fluid Ninja Live, I think both Waterline and the new water stuff from Fluid Ninja Live, would make this mind blowing. Thanks again for this product
@Fafmagic
@Fafmagic Жыл бұрын
@@dumpsterfireproductions thanks for reply. I get that there’s more than just the settings in the BP actor that need changing for different ocean states. What I meant mostly was a collection of tried and tested values for the simulation settings themselves as a preset to get the artist started. I do welcome the example maps and tutorials however. And I actually wasn’t suggesting you make your product work well with UDS in my second point. I was merely pointing out that UDS takes advantage of a wind actor placed in a level. The speed and direction of that affect the simulation of UDS. I meant maybe you could do something similar?
@topg2639
@topg2639 Жыл бұрын
awesome, cant wait for the underwater tutorials!
@prototypega8257
@prototypega8257 Жыл бұрын
Ich bin shon lenger a uf der suche nach einem PRoject das mir die anwendung der FFt erkleren kann und nicht nur ne Libary verweendet kann ich das mit dem Project?.
@daylight3d
@daylight3d 11 ай бұрын
How do you make waves with more directionality (like in new UE Water System). In Waterline it seems that all the waves are going in random directions even when we adjust the direction parameter.
@dumpsterfireproductions
@dumpsterfireproductions 11 ай бұрын
Hi! The Wind Contribution parameter on the Ocean Actor will give the waves directionality - though by nature FFT Waves are meant to be ambient.
@chadwickmadden
@chadwickmadden Жыл бұрын
My underwater post process is all green. Like when I go underwater it's just green. I also don't have these options that are shown in this video for ocean simulation, buoyancy and so forth. I bought the latest version. I tried to follow the tutorial, but didn't seem to work. Thanks.
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Hi! For product support please contact us on our support email. In the mean time it is best to make sure that you are using WatelrinePRO for UE5.1 as well as the "BP_Waterline_Ocean_Gen_3" which is our latest ocean actor which is show in the video - we do have a few older ones in the asset collection, but these are mainly there for compatibility reasons for older customers.
@mikes5079
@mikes5079 Жыл бұрын
I'm new with Unreal Engine and need to make a music video with a fishing trawler going through rough stormy ocean waves. Do you have any tutorials on how to do really rough seas with a boat?
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Hi! We don't have a full on tutorial on stormy seas yet, but it is on the list of things to do :) In the mean time we do have a map "Large Buoyancy Map" that is already set up with large waves you can see it action here: kzbin.info/www/bejne/j2HWg5mjqsqbi9k You can take it further by tweaking the water colors and some of the foam settings which we show off in this tutorial here: kzbin.info/www/bejne/fGSpYqRtZZ2Vnqs Just note that the ocean buoyancy is still a bit of WIP so it may take some tweaking to get juuust right.
@its4riel710
@its4riel710 Жыл бұрын
No buoyancy??
@Wanek-Arsenal
@Wanek-Arsenal Жыл бұрын
Why i have 20FPS with fft :(
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Hi! If the issue persists let us know on our support email - the next update will come along with some additional optimizations as well as new tutorial on the subject :)
@nanopixel.studio
@nanopixel.studio Жыл бұрын
So which one should I be using to add to my current project? Do I drag and drop the BP or the map?
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
Hi! You can drag and drop the Ocean Actor in any map you want - have a look at our Ocean Material tutorial where we did the whole scene from scratch :)
@DesignsbyElement
@DesignsbyElement Жыл бұрын
@@dumpsterfireproductions For some odd reason, my water stays calm. Even when I click live water button, it stays calm but the state doesn't change. Any tips?
@dumpsterfireproductions
@dumpsterfireproductions Жыл бұрын
@@DesignsbyElement Hi! Have a look at this tutorial for adding Waterline to your project: kzbin.info/www/bejne/Z3SpaqmajdJpbMU Apart from that you may need to wait a few minutes to make sure that all background shaders have finished compiling (as of UE5.1 this is a it of a background process that can be difficult to tell if it is done) If the issues persist let us know on our support email.
@DesignsbyElement
@DesignsbyElement Жыл бұрын
@@dumpsterfireproductions after migrating to my project, the live ocean button isn’t doing anything to the water blueprint. The water just stays calm
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