Ocean Water Tessellation Tutorial in UE5 | LOD Tessellation
Vložit
- 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)
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
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
@@TMaster447 Do you have any other suggestions for the features you want in this plugin?
@@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
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
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.
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.
helpful like ít
Thank you.
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
It work in runtime, but not work in editor. I'm trying to continue to solve this.
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
is there a way to show the water in editor?
It kinda looks off if the water is invisible
This tutorial show how to create the water in editor. czcams.com/video/3uwp7dVe-rk/video.htmlsi=v47eyFIU5AF5BH3y
@@jourverse thank you, I love these tutorials.
Keep up the great work 👏
UE4 had water tessellation, why they remove it in ue5? :(
They add nanite tessellation for UE5. But this nanite isn't the same as the UE4 tessellation. :( too.
Nanite is so unrelated, it covers like 0 use cases of previous tessellation haha
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?
You need to disable unreal engine water plugin in your project. Because the headers have the same name.
@@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 🙏
@@tommclean9208 Change the name of c++ and header file.
@@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...
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
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