Hi can you use the unreal water plugin and add wetness to the character depending on the part that in contact with the water ! An change color depending one the color of the water?
Yes you can. Your water level is fixed in Z space so you can make wetness effect by masking everything below water level. That would be an easy approach.
@@ARTFX3D Sorry to bother you, this topic caught my eye. Is there a way to transfer that mask (below water level) to a skeletal mesh? I mean, so it gets masked once inside the water (just the portion that got in contact with the water), and remain masked after leaving it?
@@hrleinad Fast and simple approach would be to take world coordinates and mask everything at Z axis below water level but if you’re an expert you can mask even shape of waves.
@@ARTFX3D yeah, well, thank you for taking your time to reply, but I was asking precisely because when dealing with skeletal meshes, with UVs, simply masking below a certain axis doesn't seem to really work, as UVs are usually a wrapped around the model, and whatever the world position of the object might be, it doesn't translate to the UV space correctly.
Hi, I have an issue where the boat is moving faster than the opacity is being calculated so the masking is sometimes late. This results in glitching masking effect behind the boat. If you understand, is there any way I could fix this?
Never ever experienced that issue but you can always try to make simple ocean shader for better performance. I’ve managed to run this even on Oculus with forward rendering without problems.
In my experience, this and the previous video are working to mask out the water surface, but I'm still left with distortions from the underwater post-processing showing up inside my boat. Is there an effective way to mask that out in a similar fashion?
@@ARTFX3DIt doesn't seem like M_UnderWater_PostProcess_Volume (or rather Post Process materials, period) supports masking. Is there something I'm missing?
@@BrodyBr Caustics are generated from texture. Make a lerp between texture and 0, and in the alpha ch feed the same distance field node as in water mask.
Works great, but I have one isse. When I put the boat inside volume into my BP, buoyancy doesn't work anymore and the boat just drops to the ground of the ocean. I disabled collision, etc., it is parented to the main static mesh, not sure what's wrong?
@@ARTFX3D Thanks, it works now, after I redid it. No idea what was wrong. Can I ask you something about buoyancy on Discord? I sent you a friends request.
I'm on 5.3 and this doesn't work unfortunately :( when iset the nodes in the water opacity mask the water disappear completely. The checker pattern stuff works though
Unreal triangulates geometry and that could look messy. Your best option is to create wireframe shader which will allow you adaptive density of the grid depending of your shot.
Don’t Panic! Just connect Unreal’s saturate node to the Output mask and you are back at the defaults. If it doesn’t work you’ve probably ticked one of the checkboxes in the material instance and now your water is gone.
Was there any specific video you followed to add the waves behind the boat? I cant find any good ones and am new to unreal.
Unfortunately no. It is a result of trial and error.
You have very cool instructional videos, but will you make a tutorial on how to create a controllable sailing ship?
@@arezgod14 As soon as I finish with release of a game I can do it.
@@ARTFX3D I would love a video showing how you accomplished it!
how do i get foam to work?
make drivable script tutorial please "StepByStep"?
what are you doing to produce the wakes? Are you deforming the water?
I’m using water solver to deform surface.
Hi can you use the unreal water plugin and add wetness to the character depending on the part that in contact with the water ! An change color depending one the color of the water?
Yes you can. Your water level is fixed in Z space so you can make wetness effect by masking everything below water level. That would be an easy approach.
@@ARTFX3D Sorry to bother you, this topic caught my eye. Is there a way to transfer that mask (below water level) to a skeletal mesh? I mean, so it gets masked once inside the water (just the portion that got in contact with the water), and remain masked after leaving it?
@@hrleinad Fast and simple approach would be to take world coordinates and mask everything at Z axis below water level but if you’re an expert you can mask even shape of waves.
@@ARTFX3D yeah, well, thank you for taking your time to reply, but I was asking precisely because when dealing with skeletal meshes, with UVs, simply masking below a certain axis doesn't seem to really work, as UVs are usually a wrapped around the model, and whatever the world position of the object might be, it doesn't translate to the UV space correctly.
@@hrleinad Strange, I’ll have to take a look at it
Hi, I have an issue where the boat is moving faster than the opacity is being calculated so the masking is sometimes late. This results in glitching masking effect behind the boat. If you understand, is there any way I could fix this?
i.postimg.cc/gJk5ZtsB/image.png
i.postimg.cc/NFrwKPfv/image.png
This lagging white spot behind the boat in the images.
Never ever experienced that issue but you can always try to make simple ocean shader for better performance. I’ve managed to run this even on Oculus with forward rendering without problems.
I have the same. My guess is that distance fields are not being updated quick enough.
In my experience, this and the previous video are working to mask out the water surface, but I'm still left with distortions from the underwater post-processing showing up inside my boat. Is there an effective way to mask that out in a similar fashion?
You can mask caustics same way as water, just find the node and add a mask.
@@ARTFX3DIt doesn't seem like M_UnderWater_PostProcess_Volume (or rather Post Process materials, period) supports masking. Is there something I'm missing?
@@BrodyBr Caustics are generated from texture. Make a lerp between texture and 0, and in the alpha ch feed the same distance field node as in water mask.
Works great, but I have one isse. When I put the boat inside volume into my BP, buoyancy doesn't work anymore and the boat just drops to the ground of the ocean. I disabled collision, etc., it is parented to the main static mesh, not sure what's wrong?
Disable collisions on everything which doesn’t have to calculate buoyancy.
@@ARTFX3D Thanks for your reply, I did disable collision already, but it still doesn't work
@@ARTFX3D Thanks, it works now, after I redid it. No idea what was wrong.
Can I ask you something about buoyancy on Discord? I sent you a friends request.
i only have masking offset -24. do i enable it?
I'm on 5.3 and this doesn't work unfortunately :( when iset the nodes in the water opacity mask the water disappear completely. The checker pattern stuff works though
You have to tweak the numbers of the distance field. 🙄So many comments it doesn’t work on 5.3 and the principle is the same since the UE4.
ruclips.net/video/45xhM8h6NrU/видео.html
How to render Wireframe in UE5?
Unreal triangulates geometry and that could look messy. Your best option is to create wireframe shader which will allow you adaptive density of the grid depending of your shot.
yea i cant get it to work :(
ruclips.net/video/45xhM8h6NrU/видео.html
Graças a você minha agua não esta aparecendo mais e vou perde todo meu projeto
Don’t Panic! Just connect Unreal’s saturate node to the Output mask and you are back at the defaults. If it doesn’t work you’ve probably ticked one of the checkboxes in the material instance and now your water is gone.