WaterlinePRO 5.3 Path Tracer Ocean

Sdílet
Vložit
  • čas přidán 20. 08. 2023
  • Waterline PRO is available here:
    www.unrealengine.com/marketpl...
    and here:
    gumroad.com/l/qonvn
    For more info and news check out our Twitter Page:
    / df__productions
  • Hry

Komentáře • 56

  • @dumpsterfireproductions
    @dumpsterfireproductions  Před 10 měsíci +4

    This is our latest update that focuses on Path Tracing - while we've made some large improvements it does still have some limitations when compared to our solutions on the Deferred Renderer, while it looks great at the moment we suggest caution when relying upon it for larger more complex projects - the current implementation is manly meant for stills and more basic animations like the ones shown.
    We will be working on the PT side of things some more in the future ;)

  • @zbieraj
    @zbieraj Před 9 měsíci +1

    Awesome! But make finally an awesome cubic/volume ocean! :P I will write it under every new update untill you give us that full Waterline experience in the cubic/volume blueprints :D. Besides that - nice PT update!

  • @dvogiatzis
    @dvogiatzis Před 6 měsíci

    Hello, I was wondering how Waterline Pro is handling beaches and shores? I see in your videos you mostly have examples with a simulation with boats and other objects in the middle of the sea but only few old ones with landscape environments.

  • @lummi_vfx
    @lummi_vfx Před 6 měsíci

    This looks amazing! Is there a way to control the position of the waves with sequencer to repeat the exact same render several times?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 6 měsíci

      Hi!
      Rendering multiple times will result in the same waves, but if you are looking into directly supplying the "seed" for the ocean sim, the get in touch on our support email - it is possible but requires some small changes to a few materials and BPs, which we can help with :)

  • @JoshuaLundquist
    @JoshuaLundquist Před 4 měsíci

    Looks great, finally water that we can render out in Path Tracer for production level quality. In the Lake Map, you mention the Path Tracer kind of smooths out the normals over time but that doesn't happen in the final render, is it possible that this is because of the Denoiser that is causing thsi?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 4 měsíci +1

      Hi!
      The denoiser definitely removes a ton of detail (better have it off), but in the case of the lake actor it is due to the animated normals.
      The Ocean Actor renders new displacement/normal textures every frame which forces the Path Traces to render a new frame, while the lake actor uses panning textures, which get blended across the frames in the viewport creating a smeared looking visual.

  • @claudeloomes7985
    @claudeloomes7985 Před 9 měsíci

    This is awesome! I am curious, does the water show up in reflections, like in a mirror/chrome ball? I would love to know as i am a Yacht Designer and still havnt found a water system that can be seen in mirrors (eg. the side of a boat)

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci +1

      Yup! At the moment reflections work best for this scenario when using ray-traced reflections or the Path Tracer that we show here. Here is a result of a chrome sphere in the scene:
      pbs.twimg.com/media/F4I-CunagAAEBDt?format=jpg&name=large

    • @claudeloomes7985
      @claudeloomes7985 Před 9 měsíci

      @@dumpsterfireproductions bloody awesome!

  • @akiAlex
    @akiAlex Před 2 měsíci

    And now about your underwater material?

  • @letsplaysomthing3799
    @letsplaysomthing3799 Před 7 měsíci

    what about coastline? it same as fluidflux v2 or no?

  • @VictorBlanchard-cb1mv
    @VictorBlanchard-cb1mv Před 2 měsíci

    🔥🔥🔥

  • @marccspro
    @marccspro Před 9 měsíci

    Really nice!
    I am seriously concidering buying waterline as it is the best ocean yet but I have some questions:
    - Does waterline support Ray Traced reflections ?
    - Does the water/waves/foam react accordingly to the wind direction and speed ? (For instance, does the wave/foam flow in the direction of the wind ?)
    - Are you considering adding sea splashes on top of the sea foam ? (That would be legendary)
    - DWP2 does not support waterline yet, do you plan on releasing a blueprint to make it work ? Could I easily make one ? I asked DWP2, I would just need the water height at a location, can I easily get that ?
    Thanks again, what you have made is truly amazing, I have a great idea for a game using your ocean, can't wait to get it done!

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      Hi!
      It might be best to send these to our support email for a more detailed answer. But in general most of these are in, worked on or planned :D

    • @marccspro
      @marccspro Před 9 měsíci

      @@dumpsterfireproductions Will do, thank you !

  • @marcodigristina6028
    @marcodigristina6028 Před 10 měsíci

    WHAT??? PATH TRACER OCEAN???? DAAAAMN

  • @metatrox
    @metatrox Před 9 měsíci

    Do we need to do anything special in the sequencer when rendering? As PT samples will it continue moving or is it only going to move per frame?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      Hi!
      You will need to render with MRQ - in this case we used Spatial AA 4 and Temporal AA 4 while also disabling the Path Tracing Denoiser and this was rendered in 4k.
      You may be able to get away with lower samples, but this is what we used here ;)

    • @metatrox
      @metatrox Před 9 měsíci

      @@dumpsterfireproductions ok cool so no need to control it in MRQ? Thanks!!

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      @@metatrox AA settings in MRQ will determine the samples of PT scene :)
      We might do another video in the future on rendering out scenes with MRQ

    • @metatrox
      @metatrox Před 9 měsíci

      @@dumpsterfireproductions sounds great! So happy for PT as I’m about 90 all PT renders these days

  • @willempost6524
    @willempost6524 Před 9 měsíci

    Wondering if the one on Epic Store already supports UE5.3? If so, you got an instant buyer...

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      Hi!
      Technically you should be able to migrate a WaterlinePRO project made for UE5.2 to UE5.3, but until that engine version is officially out we can't give any guarantees, although technically there is no reason for it not to work :)

    • @willempost6524
      @willempost6524 Před 9 měsíci

      @@dumpsterfireproductions Thanks mate. Just purschased it and works fine with 5.3 :).
      Just a quick question, at some point after tweaking some settings and i had a crash the "bounding box" of the Blueprint kept showing as an sort of blue glow in my level. Dissapeared after i deleted it and started over, but Just wondering if theres a easier fix for this?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      @@willempost6524 Could you send some details/screenshots regarding your setup to our support email so we can try and recreate the issue.
      Although there is a chance that this might be an engine bug since UE5.3 is still in preview.

  • @user-ti2xn1oq5k
    @user-ti2xn1oq5k Před 3 měsíci

    Please help. I copied it exactly like the video, but when I activate Fast Race, the material comes out black. My Unreal Engine version is 5.3

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 3 měsíci

      Hi!
      Please get in touch on our support email with details regarding your setup and we will take a look.

  • @maxten1463
    @maxten1463 Před 8 měsíci

    Is it possible to use this in games? I saw the optimization tutorial but could that go beyond simulation into mulitplayer video games?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 8 měsíci +1

      Hi!
      This can be used in games - the ocean actor currently is not very suitable for multiplayer games as buoyancy/physics over network can desync, but as a visual effect along with the dynamic waves and foam yup these will work in multiplayer as well :)

  • @duongdoan59
    @duongdoan59 Před 9 měsíci

    hi how to tag index I don't use
    thank you

  • @mariotrunks1
    @mariotrunks1 Před 4 měsíci

    Does the render work normally with Movie Scene Capture (Legacy)? I'm trying to render with path tracing

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 4 měsíci

      Hi!
      This questions isn't strictly Waterline related, it would be better to check out the Movie Scene Capture documentation and see if the Path Tracer is supported there. If so there shouldn't be a reason for this not to work, but it is not something we've tested so we aren't %100 sure.

    • @mariotrunks1
      @mariotrunks1 Před 4 měsíci

      @@dumpsterfireproductions
      I'll try to explain it better: When I send it to render in path tracing with Legacy, it starts to render forever, but there is no progress. It's as if the sea blue print animation didn't let the render path tracing continue.

    • @mariotrunks1
      @mariotrunks1 Před 4 měsíci

      @@dumpsterfireproductions and when I delete the sea BP in the scene, the rendering happens normally.

  • @kapl4n66cg
    @kapl4n66cg Před 9 měsíci

    Hello, I have very noise video when im rendering it with 4x4 AntiAliasing,how can I denoise it more?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      Hi!
      The aliasing we used for spatial and temporal samples in this render were 16 across both - this is quite high, so you might be able to get good results with 8. We will be dong an overview of the scene and how we set it up soon :)

  • @mariotrunks1
    @mariotrunks1 Před 4 měsíci

    When I try to render with Legacy, it runs forever and doesn't render. When I try to render with MRQ the unreal crashes. What is wrong? I'm trying to render with path tracing

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 4 měsíci +1

      Hi!
      This was rendered with MRQ so that might be way to go, if you want get in touch on our support email with details regarding your setup and will be able to take a better look at the issue.

  • @yantingye1677
    @yantingye1677 Před 7 měsíci

    Does the newest version released by UE markplace already support path tracing in UE5.3?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 7 měsíci

      Yup! :D

    • @yantingye1677
      @yantingye1677 Před 7 měsíci

      @@dumpsterfireproductions hi,Dumpster Fire Productions,I tested the path tracking, which is quite close to the effect in your video. It is really much better than the effect in Lumen, but I feel that the permeability or scattering of ocean water materials is not as good as yours, and it feels a bit dark. Moreover, the real-time effect is much worse than yours. What parameters need to be adjusted to achieve the effect in your video? I tested and felt that changing the volumetric scattering intensity of the directional light from the default of 1.0 to 5.0 or 10.0, and placing a plane under the water surface, the effect would be closer to yours

    • @yantingye1677
      @yantingye1677 Před 7 měsíci

      I tested it in UE5.3

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 7 měsíci

      @@yantingye1677 Hi!
      Placing a white plane under the water is generally a good idea. The reason for this is that until 5.3 adding an Atmospheric Actor which contributes to Path Tracing will also add a large white plane at 0 world height - this appears to be a bug that has been fixed in UE5.3 along with some minor changes on how the water material is rendering in Path Tracing (this is expected as the the PT is still under development over at Epic).
      Overall the map shown in this demo is identical to the default PT map included in our asset pack, but yah engine and feature update will bring in some small visual changes over time, but we will do our best to keep things consistent :)

    • @yantingye1677
      @yantingye1677 Před 7 měsíci

      @@dumpsterfireproductions I see. Thank you for your reply

  • @Zenosart
    @Zenosart Před 21 hodinou

    Following this tutorial on 5.4 version up to 2:27 and I get no improvement. Still green artifacts. I'm the only one? I will send you a mail

  • @xaverzuerich8978
    @xaverzuerich8978 Před 9 měsíci

    When are you releasing version 5.3?

  • @claudeloomes7985
    @claudeloomes7985 Před 9 měsíci

    does this work with UDS?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 9 měsíci

      We haven't done extensive testing, but in terms of reflections and lighting both assets integrate as expected - we've also had other users use both assets successfully in the past.
      On thing to note is that the Ocean Actor comes with its' own set of wind parameters.

  • @abdullaatef7360
    @abdullaatef7360 Před 23 dny

    does this work with UE 5.4?

    • @dumpsterfireproductions
      @dumpsterfireproductions  Před 20 dny

      Yup - there might be some differences in the color of the sub-surface scattering/deep water color, but with some adjustments of the brightness of these colors you should get pretty much identical results.

  • @user-zs9yt2xm8g
    @user-zs9yt2xm8g Před 8 měsíci

    Please show me some applications for lakes, rivers, streams! The actual project will hardly touch the sea! Don't show the sea every time, it is not attractive! Are encountered lakes, rivers, streams, pools these small landscape!