On your min and max water setting, in my testing it seems these values should be set to your top of your lowest water source (min value) and top of your highest water source (max value). Most of the time this would be a min with the top of the ocean but if you happen to have a water source in like a cave below the ocean, it would be that instead. Then you need to get your water height index to get anything between working. This can be done by right clicking your level in the content browser and going to Scripted Asset Actions -> Capture Water Height index Texture. This will generate two images in another location (check console to see where) with the names T_MapName_WaterHeightIndex and T_MapName_WaterHeight. Use both of these images in your world settings. That should get the water effects working at all heights. Also make sure you have the BindFluidSimBuffer_Global in your map.
wonderful tutorials! I was wondering, do you know how to change the skybox? while the endless sky is nice, I was looking for ways to switch it out for the scorched earth skybox as my map project is surrounded by a desert and I feel would fit better with that one instead
You'd just use the UDS_SE if you want the scorched earth sky. The materials may not work, they don't work for me but they may work for you, so try it out and see. If not, try adjusting settings in the clouds that you are currently using and the global post process.
The tutorial series is on hold, here is the reason: ua-cam.com/users/postUgkxDEOZgrwa9a5fCsISYncQb_1h38vrJsGK?feature=shared
On your min and max water setting, in my testing it seems these values should be set to your top of your lowest water source (min value) and top of your highest water source (max value). Most of the time this would be a min with the top of the ocean but if you happen to have a water source in like a cave below the ocean, it would be that instead. Then you need to get your water height index to get anything between working. This can be done by right clicking your level in the content browser and going to Scripted Asset Actions -> Capture Water Height index Texture. This will generate two images in another location (check console to see where) with the names T_MapName_WaterHeightIndex and T_MapName_WaterHeight. Use both of these images in your world settings. That should get the water effects working at all heights. Also make sure you have the BindFluidSimBuffer_Global in your map.
Oh thanks, I didn’t reload you could do that, I’ll have it check it out eventually
wonderful tutorials! I was wondering, do you know how to change the skybox? while the endless sky is nice, I was looking for ways to switch it out for the scorched earth skybox as my map project is surrounded by a desert and I feel would fit better with that one instead
You'd just use the UDS_SE if you want the scorched earth sky. The materials may not work, they don't work for me but they may work for you, so try it out and see. If not, try adjusting settings in the clouds that you are currently using and the global post process.