Ocean
Surface water
I looked into different tutorials. In this page step for step my water material.
Notes:
- New for me, in editor : Lit > Optimization viewmodes > Shader complexity.
- Documentation on shader complexity (old UE 4.9)
Result:
Tiling will be adjusted so that the “basic” block is 1 * 1 m. Each Branch in the FD_watersystem will have its own instance of the watermaterial. In BP I can set the parameters for each branch.
- S Scalervector
- Append x and y
Future optimisations
- Small wave/ ripples by wind. So direction is based on wind.
- Swimmable water?
- Particles
- vertex painting