Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation

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  • čas přidán 28. 06. 2024
  • In this tutorial, I'll show you how to extract the tessellation algorithm from the Unreal Engine water system and apply it to optimize your ocean water plane or custom generated terrain. A mesh tile has a smooth transition between levels of detail, seamlessly morphing in and out with changes in camera distance. Please note that this method can only be used as a plane mesh.
    This tutorial is designed to be a standalone guide, allowing you to follow the steps and get the tessellation working on your project.
    If you found this tutorial helpful, give it a thumbs up, subscribe for more Unreal Engine content, and hit the notification bell to stay updated on our latest tutorials!
    Download Project: / project-file-in-97403978
    Download Updated Project: / project-file-in-97896411
    Water System Document: docs.unrealengine.com/5.0/en-...
    Custom Mesh Component Blog: / creating-a-custom-mesh...
    Ocean Tutorial Playlist: • Ocean Unreal Engine
    Real-Time Optimally Adapting Mesh: www.hindawi.com/journals/ijcg...
    Timestamps:
    Intro: (0:00)
    Create New Plugin for Tessellation: (0:40)
    Fix Errors of Custom Water Plugin: (9:35)
    Water Mesh Actor Setup: (13:57)
    Write RebuildWaterMesh Function: (40:52)
    Used with Water Material: (1:00:34)
    Far Mesh for Optimal Performance: (1:06:13)
    Apply Tessellation to Custom Ocean: (1:18:55)
    Outro: (1:36:46)

Komentáře • 26

  • @jourverse
    @jourverse  Před 5 měsíci +3

    This tessellation doesn't have a fully functional use for the complete project. I'll continue to work on this system and fix the bugs in the next tutorial. Edit: Follow this tutorial for the updated feature: czcams.com/video/3uwp7dVe-rk/video.htmlsi=okjgn4Ve8QUA0beX

    • @TMaster447
      @TMaster447 Před 5 měsíci

      I didn't know, This wasn't in the description, I bought this tutorial thinking I could move the Quadtree to any location in the level, Plus it doesn't work in runtime, I wasted my money

    • @jourverse
      @jourverse  Před 5 měsíci

      ​@@TMaster447 Do you have any other suggestions for the features you want in this plugin?

    • @jourverse
      @jourverse  Před 4 měsíci

      ​@@TMaster447 I have already updated the project and added your requested feature. I hope you like it. www.patreon.com/posts/project-file-in-97896411

  • @colini23
    @colini23 Před 5 měsíci

    that tutorials are just amazing , thank you so much. It will be so cool if you could do something with lava , I will be really happy to give you my texture lava that I created in designer if you are interested

    • @jourverse
      @jourverse  Před 5 měsíci

      Thank you very much. I don't have any plans to work with lava. Feel free to modify this tessellation and use it as you need. I'm working to improve this tessellation and fix some bugs. I'll provide updates in this comment section or in the next video.

  • @UNKNOWNUSER-fv6nk
    @UNKNOWNUSER-fv6nk Před 2 měsíci

    For me it says at 42:39 that EWaterBodyType is WaterMeshComponent is not defined, but VS and UE5 are integrated, does anyone know how to fix this becuase I can*t build before it is resolved.

  • @Neki2K1
    @Neki2K1 Před 5 měsíci

    helpful like ít

  • @TMaster447
    @TMaster447 Před 5 měsíci

    Will they soon solve the Quadtree location problem? It also does not work in Runtime, Many limitations that were not clarified in the description before purchasing

    • @jourverse
      @jourverse  Před 4 měsíci

      It work in runtime, but not work in editor. I'm trying to continue to solve this.

    • @jourverse
      @jourverse  Před 4 měsíci

      I have already updated the project and added your requested feature. You can download the early access; I will make the tutorial soon. I hope you like it. www.patreon.com/posts/project-file-in-97896411

  • @mjtomsky6387
    @mjtomsky6387 Před 4 měsíci

    is there a way to show the water in editor?
    It kinda looks off if the water is invisible

    • @jourverse
      @jourverse  Před 4 měsíci +1

      This tutorial show how to create the water in editor. czcams.com/video/3uwp7dVe-rk/video.htmlsi=v47eyFIU5AF5BH3y

    • @mjtomsky6387
      @mjtomsky6387 Před 4 měsíci

      @@jourverse thank you, I love these tutorials.
      Keep up the great work 👏

  • @garrytalaroc
    @garrytalaroc Před 5 měsíci

    UE4 had water tessellation, why they remove it in ue5? :(

    • @jourverse
      @jourverse  Před 5 měsíci +1

      They add nanite tessellation for UE5. But this nanite isn't the same as the UE4 tessellation. :( too.

    • @vsevolodkvachev7649
      @vsevolodkvachev7649 Před 5 měsíci

      Nanite is so unrelated, it covers like 0 use cases of previous tessellation haha

  • @tommclean9208
    @tommclean9208 Před měsícem

    I am getting the error: UHT001 Two headers with the same name is not allowed. 'C:\Users\tom.mclean\src\INEOS\INEOS\Plugins\CustomWater\Source\CustomWater\Public\WaterMeshComponent.h' conflicts with 'C:\Program Files\Epic Games\UE_5.2\Engine\Plugins\Experimental\Water\Source\Runtime\Public\WaterMeshComponent.h'
    Do you know how I can fix this? Should I just rename all my copied header files to CustomWaterX.h/cpp?

    • @jourverse
      @jourverse  Před měsícem

      You need to disable unreal engine water plugin in your project. Because the headers have the same name.

    • @tommclean9208
      @tommclean9208 Před měsícem

      @@jourverse Damn, tried to turn it off but the water plugin is used by another plugin (Cesium). Do you know any ways to get around this? Thanks for the help 🙏

    • @jourverse
      @jourverse  Před měsícem +1

      @@tommclean9208 Change the name of c++ and header file.

    • @tommclean9208
      @tommclean9208 Před měsícem

      @@jourverse Thanks managed to get it to work by renaming the header and source files to CustomWaterX... and then refactoring all the classes to be FCustomWaterX.../ECustomWaterX..../TCustomWaterX... and then also renaming the shader buffers to CustomWaterX...

  • @kiradark2322
    @kiradark2322 Před 5 měsíci

    I have paid for the tutorial but only to inform other users, This Quadtree only works in the center location 0,0,0, If you move it higher in Z it will not work, if you use another location it will disappear, now the state is unstable but works as learning

    • @jourverse
      @jourverse  Před 4 měsíci

      Hello. I added additional features, such as moving the quadtree mesh to any location, saving the mesh actor, updating and rendering the mesh in the editor, moving the mesh in the editor, selecting the mesh, applying a far mesh with the location, and adding a default material if none is assigned. I hope you like this project. www.patreon.com/posts/project-file-in-97896411