Unreal Engine Ocean Simulation Tutorial: Part 2

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  • čas přidán 28. 06. 2024
  • Dive into the mesmerizing world of ocean simulation in Unreal Engine with our tutorial on Fast Fourier Transform (FFT) and wave simulation. In this second part, we will learn to initialize parameters, initialize render targets, update animation time, generate wave field using Phillips spectrum, update wave spectrum over time,...
    Related Resources:
    Original Tutorial by DeathreyCG: dev.epicgames.com/community/l...
    If you enjoyed this video, please give it a thumbs up and leave a comment below. Don’t forget to subscribe to my channel for more Unreal Engine tutorials. Thanks for watching!
    Timestamp:
    FX_OceanWater_SetGrid: (0:00)
    FX_OceanWater_SetRenderTargets: (11:49)
    Emitter Spawn: (19:24)
    FX_OceanWater_SetPerFrame: (27:43)
    Emitter Update: (32:30)
    UHS File: (33:14)
    FX_OceanWater_PopulateSpectrum: (36:41)
    Initial Spectrum Stage: (46:50)
    FX_OceanWater_TimeStep: (49:50)
    Timestep Stage: (54:51)
    Outro: (57:03)

Komentáře • 13

  • @robinj6997
    @robinj6997 Před 3 měsíci

    Thank you again. I notice you didn't add DisplacementGrid, so my previews looked a bit different, but they still matched the written tutorial.

  • @rifat.ahammed
    @rifat.ahammed Před 5 měsíci

    Thank you soo much . Going with you.

  • @jsu4859
    @jsu4859 Před 5 měsíci

    Hi Jourverse, im very excited about your tutorial had some weird problems at 22:00 but it was possible to rebuild some user exposed parameters and it was fixed.

    • @jourverse
      @jourverse  Před 5 měsíci +1

      You may have some mistakes. In your FX_OceanWater_SetRenderTargets, you should check your RT_PixelAttribsB_Casc0 and Casc3 module input's type, it is Render Target 2D type. Or you might forgot to add RT_PixelAttribsB_Casc0 and Casc3 (USER) in your user parameters of your FX_OceanWater or you added but wrong type. If you can't find the error, you can always download the finish project: drive.google.com/file/d/1IqdZL2nC5cH1M_l-xp6NWJVhBwmNXvOv/view.

    • @jsu4859
      @jsu4859 Před 5 měsíci +1

      @@jourverse wrong type i guess but dont know rebuild with duplicate a apearing one workd fine ;)

  • @leonardm6736
    @leonardm6736 Před 5 měsíci

    Hi great tutorial! Somehow at least my Roughness Render Target is not updating. Maybe it is becaue I use 5.1?

    • @leonardm6736
      @leonardm6736 Před 5 měsíci

      Or maybe it is because I haven't spawned the emitter yet

    • @jourverse
      @jourverse  Před 5 měsíci +1

      @@leonardm6736 After you export your roughness in tutorial part 3, your roughness will update.

    • @leonardm6736
      @leonardm6736 Před 5 měsíci

      But the size of the roughness RT doesn't change either like you showed it in this part

    • @jourverse
      @jourverse  Před 5 měsíci +1

      @@leonardm6736 try UE5.3

  • @shadowgames50
    @shadowgames50 Před 4 měsíci

    Hello! Does anyone know how to unlock the "Set Num Cells" node?(6:10) My editor doesn't even show the Grid 2d collection category. I've tried enabling the niagara fluids plugin but to no avail.

    • @jourverse
      @jourverse  Před 4 měsíci

      Drag from FFTGrid and search for Set Num Cells. This node is in this FFTGrid.

    • @shadowgames50
      @shadowgames50 Před 4 měsíci

      @@jourverse I tried, it doesn't work, I'm guessing my installed files are broken in some way, I am even missing the grid 2d presets when I create a new niagara system