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Ocean, again :)

Hi guys,

I'm working on new ocean shader for my project. [ame="http://www.youtube.com/watch?v=-h795SUTUOc"]Previous[/ame] (not my!) realization was actual for "yesterday", but today tech allows us to make much more.

When you're working on something you can loose freshness of vision easy, so the topic here is to get comments and defects detection :) I'll be very appreciated. Once it will be done the final shader will be avaible for community with tech comments.

The first milestone: [ame="http://www.youtube.com/watch?v=NCQtc2UGLX0"]UDK Ocean Shader WIP - YouTube[/ame] Plus static screens. There are few issues, but my first goal was to create basic material for diffuse/specual/normals/heightmap.

The second mileston is deepness. Today it looks:

ocean_wip_3.png

No special things required to make a material with transparency, but my ocean is not usual UE3 transluent material shader. Transluent materials and dynamic lighting system are not a friends. For example, sun reflection isn't blocked by dynamic actors, the ship hasn't a shadow, and there are no light'n'shadow effects from explosions, especially at night levels.

I'm a trickster, and my ocean is opaque material. It has self-shadowing, dynamic shadows, light effect, etc., and it's really cool for my game.

magic.png

My trick has it's limitations. But they are irrelevant for gameplay I have.

Next steps will be:
  1. Foam
  2. Geometry optimization and transparency LODs
  3. Big stormy waves
  4. Bugs hunting :)
Also, I'm looking for a guy who is familiar to FFT algorythm. I have few issues with butterfly passes (according to Moreland & Angel paper) and will be happy to discuss it or to get an advice :)

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