Unreal Engine 5 (works in UE4) Mask water out of boat/ship hull

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  • Опубліковано 29 гру 2024

КОМЕНТАРІ • 83

  • @kayflow67
    @kayflow67 Рік тому +16

    If anyone is having issues in any newer versions there is a new field in the material from UE5.1 in the Opacity mask category. It's called Water Opacity Mask Offset which in my case I needed to increase and it worked

    • @stanleyradert9009
      @stanleyradert9009 Рік тому +1

      Do we still need to add the new node like in the video ?

    • @bobpouliotte6639
      @bobpouliotte6639 Рік тому +5

      @@stanleyradert9009
      Ok, using UE 5.1.1, I did like in the Video, but as mention by @kayflow67, you need to overide the value of the "Water Opacity Mask Offset"
      I did not look why, but there is a trigger value where the "DistantFieldScale" work.
      If "Water Opacity Mask Offset" greater or equal to 2000, the opacity work
      If under 2000, it does not work.
      At least, for me, in my project.

    • @DjblackgameBlackgamers
      @DjblackgameBlackgamers Рік тому

      Thanks really helpful

    • @Adamcb8
      @Adamcb8 Рік тому

      Thankyou!!

    • @toonanimationstudio
      @toonanimationstudio Рік тому +1

      ​@@bobpouliotte6639thanks men😂😂😂

  • @H3iMda11_G0d
    @H3iMda11_G0d Рік тому

    Perfect, I came back to this video specifically on how to use the widget switcher. I plan on using it as a quick inventory screen switch for letters the player picks up so they can reference them later.

  • @whyareless
    @whyareless 2 роки тому +2

    This is awesome, good stuff :)

  • @trumpisbackboi
    @trumpisbackboi Рік тому +2

    What a boss! Thx for that

  • @neritonreis3340
    @neritonreis3340 Рік тому +1

    Amigo ensina como deixar esse rasto de espuma dos barcos quando eles navegam no oceano, por favor!
    Friend, teach how to leave that trail of foam from boats when they sail in the ocean, please!

  • @DarkSaian
    @DarkSaian Рік тому

    i try this on custom water material. Managed to use switch parameter, so culling water is appearing in places where terrain connecting water. But if terrain is above ocean level. I see ocean show below. Can i fix this somehow?

  • @DeathAtYourDoorStep
    @DeathAtYourDoorStep Рік тому +2

    Pretty cool! This might come handy. Water simulations look fun to play with in unreal. You should show us how to do boyancy next (if you haven't already)

    • @ARTFX3D
      @ARTFX3D  Рік тому

      Cool idea!

    • @ARTFX3D
      @ARTFX3D  Рік тому +2

      Hello @DeathAtYourDoorStep! Here's the tutorial for getting started with the Buoyancy in Unreal Engine.
      ua-cam.com/video/Wg3lP8zW3HI/v-deo.html

  • @betraid
    @betraid 8 місяців тому

    If i use water body ocean, but it's not infinite, i should leave water vs mapping ticked as true right?

  • @iwantswigun2889
    @iwantswigun2889 7 місяців тому

    I copied your settings to 4:00 working on Lake materials but it didn't work. Is there something else needed to do in case of lake?

    • @ARTFX3D
      @ARTFX3D  7 місяців тому

      ua-cam.com/video/45xhM8h6NrU/v-deo.htmlsi=Y8kHWjMrwMic8SNv
      Here’s the video explanation more in detail. Hope this will help.

  • @stanleymouz5801
    @stanleymouz5801 10 місяців тому +1

    Hey i did what you say and it work, thank you !
    However, I have a big boat with big hull, when i add the boat volume shape and put it non visible, it blocks the water but it also block the skylight inside the hull. It is all black inside.
    Can someone give me a tip on how to fix it please ?

    • @ARTFX3D
      @ARTFX3D  10 місяців тому

      Have you tried to turn off shadows on the occluder mesh?

  • @RiverFox_YT
    @RiverFox_YT Рік тому

    i hope you can help, i am trying to use this technique for a building that is placed with half above the water and half below the water but its not working. Am i doing something wrong or will this not work for me? I have created the meshes into a blueprint the same as you did for the boat if that helps

    • @ARTFX3D
      @ARTFX3D  Рік тому

      It’s difficult to say without looking at your project but this system is quite simple. Imagine a mesh which emits light around it. If you have a cube everything inside of the cube will be cut out + the distance of emission from this cube. Use simple geometry for cutting water 😉

  • @のん-k2n5v
    @のん-k2n5v Рік тому

    Your video is easy to understand! Thanks you! I have a boat model. How can I make boat inside volume model??

    • @ARTFX3D
      @ARTFX3D  Рік тому

      You have to create it by yourself.

  • @glennet9613
    @glennet9613 Рік тому +1

    I'm doing it in 5.2. It works but I am getting a shimmering inside the boat, as if the water surface is masked but there is a volume that is still moving.
    And increasing the Water Opacity Mask Offset messes up the beach.

    • @ARTFX3D
      @ARTFX3D  Рік тому

      There are lots of differences in the 5.2 which resulted with strange behaviour in other projects which I’m working on. Please avoid it or consider development of different system for water if you plan to use 5.2. So far most of the things I’m doing are most stable in 4.27 and 5.1.1

    • @Kevin-vj5rh
      @Kevin-vj5rh Рік тому

      could you find a solution?

    • @glennet9613
      @glennet9613 Рік тому

      @@Kevin-vj5rh No I never did.

    • @Piece_of_Sheet
      @Piece_of_Sheet 7 місяців тому +1

      I had the same problem and just found a solution that worked for me, I am using UE 5.4.1. The way the masking works is VERY reliant on the material on the closed hull mesh (which is the "boat volume/hull" second static mesh you make and then hide in order to mask the water).
      Your second fully closed mesh needs to be as closed and as low-poly as possible, and have no other faces on the inside for this to work properly. In my case I had a boat that has 2 faces on the walls (the outside of the boat, and the inside of the boat) which was pretty much simulating a thick boat wall. I had to remove all the faces inside the boat so there is only the outside face leftover, then in blender I used the "generate convex hull operator" method to make my top after selecting the entire boat (not just the top).
      It is very important to only have ONE FACE PER SIDE in your final mesh otherwise it will screw everything up, and the faces need to be facing the proper direction. Note that enabling 2-sided textures did not solve this for me.
      On the spots where you see the shimmering, it is most likely one of the faces is screwed up (facing the wrong way), or you have overlapping faces in that area.

  • @mattmccarthy_mmccarthy4879
    @mattmccarthy_mmccarthy4879 7 місяців тому

    Hi I'm in Unreal 4 and I don't see the fixed water depth parameter not the use fixed z parameter in the material settings. Is there a possible work around for this?

    • @mattmccarthy_mmccarthy4879
      @mattmccarthy_mmccarthy4879 7 місяців тому

      I was able to find the issue. That node in unreal 4 is under the opacity node and not opacity mask node. Once I added that array and plugged in that code it worked! I have an issue with the under water post process volume still activating but I won't have swimming so technically I don't need it. Thanks for getting me started dude

    • @ARTFX3D
      @ARTFX3D  7 місяців тому

      ua-cam.com/video/45xhM8h6NrU/v-deo.htmlsi=Y8kHWjMrwMic8SNv

  • @parthchotaliya3468
    @parthchotaliya3468 2 роки тому +1

    I didnt get the plugins folder in 5.1. I follwed the same steps as you did

    • @parthchotaliya3468
      @parthchotaliya3468 2 роки тому +1

      sorry got it

    • @ARTFX3D
      @ARTFX3D  2 роки тому +1

      Content Browser | Settings | Show Plugin Content, on the left side you will get folder named Engine\Plugins

  • @ARTFX3D
    @ARTFX3D  Рік тому +2

    For everyone who experienced a problem with getting this effect in Unreal Engine 5.1 and 5.2 there's a new video with the update.
    ua-cam.com/video/WjORFhz9zdg/v-deo.html

  • @tammobahn1179
    @tammobahn1179 Рік тому

    would it be possible to do interactive water with this? like creating ripples arround this that moves with the player?

    • @ARTFX3D
      @ARTFX3D  Рік тому +1

      You can add ripples with distance fields. Just be sure that you make a mask in the direction of the ship.

  • @parthchotaliya3468
    @parthchotaliya3468 2 роки тому +1

    I followed your whole process, at last there is a black shadow around the object. can you help?

    • @ARTFX3D
      @ARTFX3D  2 роки тому +1

      If you have followed every step exactly as in video you should get a same result. I haven't tested it in 5.1 so I can't help you but I believe that nothing has changed drastically between 5.0 and 5.1 so it should work.

    • @bobpouliotte6639
      @bobpouliotte6639 Рік тому +1

      ​@@ARTFX3D For me, it work with UE5.1.1. I only had to set the "Water Opacity Mask Offset" to 2000.

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Рік тому

    How did you create the boat masking hull?

  • @neritonreis3340
    @neritonreis3340 Рік тому

    Na minha versão não funciona e a UR5.1

  • @semirukiya5308
    @semirukiya5308 Рік тому +1

    Nice, but how to do this on custom shader?

    • @ARTFX3D
      @ARTFX3D  Рік тому

      ua-cam.com/video/NRoQEMd-7T0/v-deo.htmlsi=FncXPHZQk5qmLfB_

  • @solidrock3136
    @solidrock3136 Рік тому

    Is there any way to do the inverse of this? Such that the water is masked outside of the static mesh so that things like underwater caves could be made. I have a large glass hollow sphere that I would like to act like a bowl of water with none outside and am having trouble working out how to do it.

    • @ARTFX3D
      @ARTFX3D  Рік тому

      Have you tried with one minus node?

    • @solidrock3136
      @solidrock3136 Рік тому

      @@ARTFX3D I’ll try that with your mask, thanks!

    • @solidrock3136
      @solidrock3136 Рік тому

      @@ARTFX3D Unfortunately, this method (even without the one minus node) does not work with glass as it is a translucent material. Thanks for the effort though, do you know of any other ways to mask out volumes in water?

  • @amsterdamien4306
    @amsterdamien4306 Рік тому +2

    working on 5.1 ? i have do all you say and it doesnt work :/
    Just a little tips, you dont have to make a BluePrint, you can put your mesh volume in "distance field replacement mesh", you have the same result ;)

    • @m4r_art
      @m4r_art Рік тому +1

      If i place a static cube mesh inside of a distance field replacement mesh will it work?

    • @amsterdamien4306
      @amsterdamien4306 Рік тому +1

      @@m4r_art yes ;)

  • @neritonreis3340
    @neritonreis3340 Рік тому

    Fui mexer na versão original do material do oceano agora ficou sumindo não sei como volta para o padrão

    • @ARTFX3D
      @ARTFX3D  Рік тому

      Reinstall Unreal Engine and try to backup everything next time.

  • @asankadenipitiya6737
    @asankadenipitiya6737 Рік тому +1

    thnaxkk

  • @myrontruesdale7506
    @myrontruesdale7506 4 місяці тому

    Does this still work in 5.4? I'm following the steps and not seeing the cutout

    • @ARTFX3D
      @ARTFX3D  4 місяці тому

      It works, there was no updates in water section since 4.26

  • @fori04
    @fori04 Рік тому

    how to create that boat-volume mesh?

    • @ARTFX3D
      @ARTFX3D  Рік тому

      You have to model it by yourself in the shape of the boat but model has to be watertight.

    • @fori04
      @fori04 11 місяців тому

      @@ARTFX3D do you have a tutorial video if not can you please create one?

  • @bobpouliotte6639
    @bobpouliotte6639 Рік тому

    Version: 5.1.1-23901901+++UE5+Release-5.1
    The WaterOpacityMaskFromDepth fonction shown at @2:05 is a little bit different.
    The saturated output of "Input Additional Water Mask (Scalar)" goes into two Max fonction in my materiel.
    In the material shown in this video, there is only one Max. Should I route the I root the StaticSwitchParam "DistanceFieldMask" into both B input of the Max fonction ?

    • @Adamcb8
      @Adamcb8 Рік тому

      Did you ever find out the answer to this? I'm following his video exactly and it's still not working for me in ue5.1.

    • @bobpouliotte6639
      @bobpouliotte6639 Рік тому

      @@Adamcb8 Yes, I was able to do the tutorial. I set the "Water Opacity Mask Offset" to 2000. I can't explain the magic number.. but it work for me.

    • @ARTFX3D
      @ARTFX3D  Рік тому +1

      ua-cam.com/video/WjORFhz9zdg/v-deo.htmlsi=Eis5YEZ2pKLj3WJA

  • @broken-rpg-cuzzo
    @broken-rpg-cuzzo Рік тому

    Hey man im new to game making may i ask will this work with assets asswell❤

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Рік тому

    What if I dont want to uncheck affect landscape?

  • @zeroy
    @zeroy 11 місяців тому

    This doesnt look to work in UE5.3.1

    • @ARTFX3D
      @ARTFX3D  11 місяців тому

      m.ua-cam.com/video/WjORFhz9zdg/v-deo.html

    • @ARTFX3D
      @ARTFX3D  9 місяців тому

      ua-cam.com/video/45xhM8h6NrU/v-deo.html

  • @eric_navarra
    @eric_navarra Рік тому

    cool

  • @ПРОСМЕЛЫХИБОЛЬШИХЛЮДЕЙ

    я так и не понял какой результат мы хотели получить. И что вы хотели сделать. Где результат?

  • @Derjyn
    @Derjyn 2 роки тому +2

    Modifying core engine assets is the worst advice you can give. The correct approach would be to create copies of those assets, modify those, and utilize those. Obviously this doesn't apply if you are running a totally custom version of the engine compiled from source code... Though if you are at that level, it's likely you are already aware of best-practices.

    • @ARTFX3D
      @ARTFX3D  2 роки тому +3

      There are too many things to copy and link together which is too complicated for someone who is doing water masking first time in their life. This video shows you technique how to mask Unreal Engine water but for delivering product you should be at level where you have advanced understanding of engine and decision making.

    • @RendearSoft
      @RendearSoft 2 роки тому +1

      @@ARTFX3D can you share a code or plugin or something, i did it before i have not results like in a video all time custom settings get broken water, i seems water shader soo alpha and cant use in a products of AAA class as i wish.

    • @ARTFX3D
      @ARTFX3D  2 роки тому +1

      @@RendearSoft Have you tried to do it on fresh install of the Unreal Engine? Did you know that you can use this technique on any water shader or on any material?

    • @RendearSoft
      @RendearSoft 2 роки тому +1

      @@ARTFX3D yes i did with new download and trying to do what you do but isn't work correctly, if its work this is better then water cut plugin.

  • @eggZ663
    @eggZ663 Рік тому +1

    Everyone on here saying it doesn't work in 5.0, it does, you just done something wrong ;)

  • @RedBiirdy
    @RedBiirdy Рік тому

    Nice tutorial, but didn't make me any smarter, you're just telling people do x, y and z... But i get no explanations for why we do xyz. It's teaching me very specifically how to do one very specific thing, but not giving me much leeway as to which parts i can tweak.