Mate this is quiet something. I'm staring in disbelief. The bubbles got me, I couldn't tell it's 2d even after rewinding it couple times. This looks awesome. I wish you all the best and here I'm subsribing right now!
Amazing dev work bro!!! water game aren't easy to make that's why there aren't more of them. But with awesome game devs like you pushing boundaries, there's hope
Earned a sub, My only suggestion would be to show a close up view of your Blueprinting for us noobs to get a better look at. maybe break down the use of some of the more complicated nodes and systems
Very good work but one minor detail. You can actually sample a texture for rotation, just sample a normal map. You can generate normals while computing your gerstner waves. GPU gems has equation for it. Since I like your work I can give you source code for how I get my normals in my gerstner waves. I have version for Unreal you use in Material custom node which I think your using.
I just want you to know that this project has MASSIVE potential. MASSIVE, and should you continue, especially at current speed (which i dont recommend cuz burnout but that would be even MORE insane), youll surpass ARK and No mans sky in popularity
Hey there! Love the video! This is looking really amazing. Excited to see where this goes! I had a quick question about the god rays. What did you mean by adding noise to the "Fog Material"? I see you're using a post process material to generate the base fog, but are you adding the noise to the height fog in BP to generate the rays?
It's been a while since I coded it but first of all you need the normalized directional light vector and the depth of the water. Then you use the depth to offset the XY world coordinates in the direction of the light XY vector. Then you input this into a noise node and adjust the variables to change the sharpness and scale of your rays Finally use the depth to gradually fade the effect out Hope this is understandable, good luck!
@@Gradient-Games Does this work in a post process material or does the effect need the volumetric fog to work? I don't understand how this could work in a post process material because it's in screen space and your effect looks 3D?
@@Gradient-Games Thanks for answering, I've been searching for a long time and haven't found any ways to do this in a post process, if you have any links or tips that would be appreciated
Cool. But it would be cooler if the blueprints were available for everyone. Otherwise... well, need to look for others who do the same and show in detail how to compose a similar effect.
I've got a parameter containing the world space height of the sea plane, I can then use this to calculate how deep below the surface the camera is (or any point of the fog) This way I can change it in any way like making the godrays fade out over a certain depth
Just get the ocean height, subtract the camera height and you've got the depth, using this you can do whatever you want Edit: for the fog effects you shouldn't use the camera location, instead just get the world space location so the fog gets darker depending on its depth
One more thing, fog uses the additive blend mode, so you can't really make it darker, just less visible If you do want to make it darker depending on depth use a post process material
Wow impressive! How did you exclude the water (post process) in the airpockets? I am looking for a solution for my submarine game, but with the ability to look out of a window from inside the sub (an back in).
The air pockets don't work if you have a window on the side, since I didn't need it to for what I wanted to do So basically it changes the global water surface height when you're very near an air pocket. Using a global material parameter collection of course. If you wanted to have windows you could try creating a mask where there are windows looking out into the ocean, using for example the custom depth buffer. (Writing windows to custom depth) Then subtracting the custom depth (window distance) from the normal depth to get how far you're looking into the ocean Just an idea, haven't tested it personally but I think it should work!
This is just very big plane with water material applied to it to simulate water? i'm looking for something similar for my game too, dunno what to choose, i tried UE5 Water system, it looks awesome but dunno how it will impact perfomance.
You'll have to figure out what fits your needs but it doesn't seem like epic are still working on their water system I also had a bunch of issues with it when I tried using it before I made my own system
I am currently creating a underwater game of my own. I am having issues setting up the ocean to be the world environment. Every time I try to set it up the spline comp always messes up the flat surface. How did you create an underwater surface and then add your ocean in?
If I remember correctly I used the wpo to calculate where the peaks and crests are and then lerp between two different values I'm pretty sure Ghislain Ghirardot also goes over this in more detail in his video :)
Yup, it's an amazing asset and I just didn't see a reason to make a sky system from scratch. If I did do that I would've had to spend like a month just working on the sky
Man the speed you are progressing is amazing, and seeing the project come alive bit by bit is satisfying.
Thanks, at the moment everything is progressing smoothly so let's hope it stays that way :)
So cool to see the in depth process and learn about game design. Underrated channel!
Hehe. In depth.
That ocean is really impressive looking honestly
Can you make this a plugin? Or perhaps publish your blueprints so we can use this in other projects?
Mate this is quiet something. I'm staring in disbelief. The bubbles got me, I couldn't tell it's 2d even after rewinding it couple times. This looks awesome. I wish you all the best and here I'm subsribing right now!
Thank you :D
This is very impressive. I am very much looking forward to what you do in the future.
Thank you!
Amazing dev work bro!!! water game aren't easy to make that's why there aren't more of them. But with awesome game devs like you pushing boundaries, there's hope
these graphics are sick
The progress your making is awesome!
This might be some of the best water in any game I've seen already and it's still early development.
Really cool! Turned out way better than I expected it to at the start of the video.
Holy shit the ocean can be a different game, thiss looks so good😅
You are honestly under rated
Love to see a step by step tutorial on how you make the stormy waves.
Earned a sub, My only suggestion would be to show a close up view of your Blueprinting for us noobs to get a better look at. maybe break down the use of some of the more complicated nodes and systems
I'll try but I don't want to get too technical so I don't scare away non developers
If you have any questions don't hesitate to ask!
Very good work but one minor detail. You can actually sample a texture for rotation, just sample a normal map.
You can generate normals while computing your gerstner waves. GPU gems has equation for it.
Since I like your work I can give you source code for how I get my normals in my gerstner waves. I have version for Unreal you use in Material custom node which I think your using.
Thanks, I tried that but it ended up costing too much to calculate, so I decided just to keep the wpo for performance :)
You should add the little particles like in real oceans. It would look soooo much better
This is so sick
Give me dat water now 🔫🐶
I just want you to know that this project has MASSIVE potential. MASSIVE, and should you continue, especially at current speed (which i dont recommend cuz burnout but that would be even MORE insane), youll surpass ARK and No mans sky in popularity
Are you going to add any aquatic creatures?
Definitely, large, small, and rideable underwater creatures!
😮 My Respect..! 👌🏻✨ Epic Job
Incredible work man!
Hey there! Love the video! This is looking really amazing. Excited to see where this goes! I had a quick question about the god rays. What did you mean by adding noise to the "Fog Material"? I see you're using a post process material to generate the base fog, but are you adding the noise to the height fog in BP to generate the rays?
Could you explain how you did the god rays? I'm losing my mind to be able to make one and yours look incredible
It's been a while since I coded it but first of all you need the normalized directional light vector and the depth of the water.
Then you use the depth to offset the XY world coordinates in the direction of the light XY vector.
Then you input this into a noise node and adjust the variables to change the sharpness and scale of your rays
Finally use the depth to gradually fade the effect out
Hope this is understandable, good luck!
@@Gradient-Games Does this work in a post process material or does the effect need the volumetric fog to work? I don't understand how this could work in a post process material because it's in screen space and your effect looks 3D?
Yeah it's using volumetric fog, although there are some techniques out there to fake it with post processing (but that's not what I decided to do)
@@Gradient-Games Thanks for answering, I've been searching for a long time and haven't found any ways to do this in a post process, if you have any links or tips that would be appreciated
Unfortunately I can't really help, maybe ask in the unreal subreddit or discord server?
Cool. But it would be cooler if the blueprints were available for everyone. Otherwise... well, need to look for others who do the same and show in detail how to compose a similar effect.
This is amazing 🤩. You should invest in a VR headset and implement VR support. You seem like a great game developer
Amazing! I'm impressed
underated channel!
How did you make the fog change color depending on depth? Any chance you could upload that?
I've got a parameter containing the world space height of the sea plane, I can then use this to calculate how deep below the surface the camera is (or any point of the fog)
This way I can change it in any way like making the godrays fade out over a certain depth
@@Gradient-Games I could never get the fog to get darker depending on my camera z axis location.
Just get the ocean height, subtract the camera height and you've got the depth, using this you can do whatever you want
Edit: for the fog effects you shouldn't use the camera location, instead just get the world space location so the fog gets darker depending on its depth
One more thing, fog uses the additive blend mode, so you can't really make it darker, just less visible
If you do want to make it darker depending on depth use a post process material
how do u fix the ocean being see through when under the water using unreal engine ocean an how did u fix the camera for the lake
How did you recalculate normals on the ocean surface after deforming them with the world position offset from the gerstner waves?
Wow impressive!
How did you exclude the water (post process) in the airpockets?
I am looking for a solution for my submarine game, but with the ability to look out of a window from inside the sub (an back in).
The air pockets don't work if you have a window on the side, since I didn't need it to for what I wanted to do
So basically it changes the global water surface height when you're very near an air pocket. Using a global material parameter collection of course.
If you wanted to have windows you could try creating a mask where there are windows looking out into the ocean, using for example the custom depth buffer. (Writing windows to custom depth)
Then subtracting the custom depth (window distance) from the normal depth to get how far you're looking into the ocean
Just an idea, haven't tested it personally but I think it should work!
Super bro keep it up
Broo game is sick!!
How did you render the height to a render target?
I put the same calculation as for the ocean into another material and used 'draw material to render target' to render that to a render target
Any chance you could share this code or a video on how to make it?
This is just very big plane with water material applied to it to simulate water? i'm looking for something similar for my game too, dunno what to choose, i tried UE5 Water system, it looks awesome but dunno how it will impact perfomance.
You'll have to figure out what fits your needs but it doesn't seem like epic are still working on their water system
I also had a bunch of issues with it when I tried using it before I made my own system
Where is the part one of this?
I am currently creating a underwater game of my own. I am having issues setting up the ocean to be the world environment. Every time I try to set it up the spline comp always messes up the flat surface. How did you create an underwater surface and then add your ocean in?
This series has inspired me to make my own game but UE looks a bit too complex for me.
Good luck with your game!
love it!
quiero ver ese proyecto solo para analisarlo ver por que se programos asi entenderlo porfa comparteloo
maybe you could make that you can have an oxygen bottle
How did you mask out water(air pockets)? Did you use distance fields?
I just used a separate plane for the water and turned the effects off when inside the bubble
You should sell the water system I would buy it
tutorial this whole water system or sell it i want this water system you made
how did you make the scatteringpeak parameter?
If I remember correctly I used the wpo to calculate where the peaks and crests are and then lerp between two different values
I'm pretty sure Ghislain Ghirardot also goes over this in more detail in his video :)
bro tu sacarias un tutorial?
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What is the payoff of doing this instead of using UE5 water body ocean? I heard it's pretty good
Love itt!! :)
Glad you like it, I loved working on it :D
@@Gradient-Games :)
How to like this video 99 times
I know ultra dynamics sky when I see it
Yup, it's an amazing asset and I just didn't see a reason to make a sky system from scratch.
If I did do that I would've had to spend like a month just working on the sky
@@Gradient-Games I’ve got it for the same exact reason
bro could you sell this project or share it please
bro could you sell this project or share it please🙏🙏🙏🙏
me venderias el proyecto man?
Bro just make all of it Nanite so we have better experience because of the fps higher rate
bro could you sell this project or share it please