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Plugin version incremented
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ufna committed Aug 9, 2014
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42 changes: 4 additions & 38 deletions README.md
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Expand Up @@ -9,53 +9,19 @@ The plugin includes:
* Sample content, including water shader and grid meshes to be used on scene
* Set of global shaders that perform FFT calculation and other tech stuff on GPU

Plugin is actively used in [SeaCraft](http://seacraft.sc) project development.
Check the **[Wiki](https://github.com/ufna/VaOcean/wiki)** tab to know more about the plugin.

Current version: **0.4 Alpha 6**
Current version: **0.4 Alpha 6 Hotfix 1**

![SCREENSHOT](SCREENSHOT.jpg)


Features
--------

Some key things you should know about the VaOcean:

* Based on Jerry Tenssendorf’s paper "Simulating Ocean Water"
* Displacement is generated from Phillips spectrum (statistic model), processed by [fast Fourier transform](http://en.wikipedia.org/wiki/Fast_Fourier_transform)
* Spectrum per-frame update, FFT and displacement map generation are performed on GPU (it's really fast!)
* Currently algorythm uses only 512x512 maps
* Ocean shading is running as material shader

Ocean material shader is quite simple, and can be easily extended to fit your requirements. Current shading components:

* Water body color: using near, mid and far color mixed by Fresnel term
* Perlin distance-based noise applied both to normals and displacement to remove pattern tiling artifacts
* UE4 screen-space dynamic reflections. It's not the best way to handle a reflection for waves, but the only one we can use with dynamic objects like warships and VFXs now
* Waves **subsurface scattering**, based on fake LightVector. To use it right way, you should pass your scene's sun location vector to material instance via blueprints.

Futher improvements are on the way! Energy-based foam, physics body reaction (like FluidSurface in UE3/UDK), splashes and bursts, rigid body swimming simulation and even more!


Installation
------------

1. Download the **plugin binaries** for the [latest release](https://github.com/ufna/VaOcean/releases/tag/0.4-a6): [VaOceanBinaries.7z](https://github.com/ufna/VaOcean/releases/download/0.4-a6/VaOceanBinaries.7z).
1. Make a "Plugins" folder under your game project directory, then copy plugin binaries to any subdirectory under "Plugins".
1. **Copy global shaders** from *Shaders/* plugin directory to your engine installation shaders directory (f.e. *./Unreal Engine/4.1/Engine/Shaders*).
1. Compile your game project normally. Unreal Build Tool will detect the plugins and compile them as dependencies to your game.
1. Launch the editor (or the game). Plugin will be initially disabled, but you can turn it on in the editor UI.
1. Open the Plugins Editor (Window -> Plugins), search for VaOcean plugin (you can find it in the **Environment** section) and enable it by clicking the check box.
1. Restart the Editor. The plugin will be automatically loaded at startup.


Legal info
----------

Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.

Unreal® Engine, Copyright 1998 – 2014, Epic Games, Inc. All rights reserved.
Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 – 2014, Epic Games, Inc. All rights reserved.

Plugin is completely **free** and available under [MIT open-source license](LICENSE).


References
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6 changes: 3 additions & 3 deletions VaOcean.uplugin
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Expand Up @@ -3,11 +3,11 @@

"FriendlyName" : "VaOcean",
"Version" : 6,
"VersionName" : "0.4-a6",
"VersionName" : "0.4-a6 Hotfix 1",
"CreatedBy" : "Vladimir Alyamkin",
"CreatedByURL" : "http://ufna.ru",
"CreatedByURL" : "http://alyamkin.com",
"EngineVersion" : 1579795,
"Description" : "Ocean surface simulation",
"Description" : "Ocean surface simulation plugin",
"Category" : "Environment",
"CanContainContent" : true,

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