You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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.
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.
The text was updated successfully, but these errors were encountered: