Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

About adding a water material #32

Open
miguelemosreverte opened this issue Aug 22, 2016 · 1 comment
Open

About adding a water material #32

miguelemosreverte opened this issue Aug 22, 2016 · 1 comment

Comments

@miguelemosreverte
Copy link
Contributor

miguelemosreverte commented Aug 22, 2016

This one specifically:
https://github.com/UE4-OceanProject/OceanProject
https://forums.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-amp-Ocean-Water-Shader

Once its added with a hardcoded material index, a really cool change could be done to the Render Component where if a block is adjacent to water then the ambient occlusion is smaller. That way the conduction of light through water could be simulated.

@miguelemosreverte
Copy link
Contributor Author

Even more awesome: Changes in wave height could affect the lighting of the bottom of the sea.
(Using the uint8 AmbientOcclussionFactor inside of the struct FBrickVertex.)

If a function is made so that the height of the wave at a given X,Y coordinates are gotten, (which exists, its how buoyancy is currently implemented on the UE4-OceanProject), then that height could be asked by the bricks that have an upside neighboor that is lit (if the unit8 value of AO is not maxed out), which could now change its own AO value depending on that height.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant