Unreal Engine Tutorial: Water Simulation (Gerstner, Circular Waves)

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  • เผยแพร่เมื่อ 9 ต.ค. 2024

ความคิดเห็น • 12

  • @skivar1
    @skivar1 19 วันที่ผ่านมา

    This is awesome!!!! Thank you very much for making this tutorial!

  • @DanielLiljar
    @DanielLiljar ปีที่แล้ว +2

    Beware the spaghetti! ^^, "Named reroute nodes" is your friend, keypress "q" for straighten execution wires. Always use straight execution wires. You can multiply on any input of the node so put things that belong together on the same side of the wire. Most excelent tutorial.

  • @GSProjects12
    @GSProjects12 ปีที่แล้ว +2

    I discovered you today... This tutorial is great... Certainly the BEST water simulation tutorial I've seen.

  • @DawnBriarDev
    @DawnBriarDev ปีที่แล้ว +1

    I hear you typing out multiply a lot, so here's a cheat sheet of every hotkey I know of in Unreal's shader graph editor. Hold these, then click, and the following happens (there are a few I found interesting to learn and would not have expected, like "normalize"):
    S= Scalar Parameter.
    1= Scalar Constant
    2= Vector 2 Constant
    3= Vector 3 Constant
    V= Vector 4 Parameter
    F= Material Function Call (whichever you have selected in the content browser, or unassigned if none selected)
    L= Lerp (linear interpolate)
    I= If
    M= Multiply
    A= Add
    D= Divide
    E= Power (exponent)
    B= Bump Offset
    R= Reflection Vector
    T= Texture Sample
    U= Texture Coordinate (think "UV" to remember it easily.)
    N= Normalize
    I just made a project, then held every key and clicked to see what came up. I hate drop down menus.

  • @zeffyo6792
    @zeffyo6792 ปีที่แล้ว +3

    youre a real one thank you

  • @jhonnyappleseed1786
    @jhonnyappleseed1786 ปีที่แล้ว +1

    Hey! Thanks for the walkthrough but I believe your calculation of the phase constant is incorrect. The Nvidia document says that the phase constant is Speed * 2 / Wavelength, or Speed * Frequency. You have it as Speed * RadialFrequency, which increases the phase constant by pi. Not a big deal but worth noting for people trying to crack the math. I think the mistake stems from all these Latin characters that look like w.

  • @jackcoker2372
    @jackcoker2372 ปีที่แล้ว

    This was super helpful! Thank you!

  • @Tiberius_Kane
    @Tiberius_Kane 2 ปีที่แล้ว +1

    Thank You !
    Math in blueprint could be hard, it's easier now.

  • @maczook5163
    @maczook5163 2 ปีที่แล้ว

    Thank you so much for making this!!!!

  • @阿季-d5u
    @阿季-d5u ปีที่แล้ว

    Great job!! Thanks for sharing ;))))

  • @VShoom
    @VShoom ปีที่แล้ว +2

    Thanks for the video, just what I was looking for! I tried making waves using the DistanceToNearSurface node (for coastal waves). Everything works and looks great, but I have a problems with the Normal and Gerstner functions. I don't understand how to set the correct X and Y coordinates. Now I'm using Normal with DDX and DDY. Perhaps you can help find a solution?

  • @Paintrap
    @Paintrap ปีที่แล้ว

    Thank you so much for making this!!!! COULD YOU MAKE ONE OF FLUIDS? PLEASE.