Read the Documentation | Support Email | Forum Thread

Features:

  • Gerstner Waves implementation and ready to use WaterPlane Blueprint with animated foam
  • 100% Blueprints, no C++
  • Water motion adapts to selected wind speed, fetch length and wind direction with seamless transitions
  • Buoyancy sets up automatically, floating objects can fully interact with the UE4 physics system
  • Infinite Ocean System: Water plane moves with the player creating an infinite ocean. Water is hidden inside of boats.
  • Great performance: Blueprints can be nativized to C++ code (UE 4.14 and higher)
  • Compatible with Orbit Weather and Seasons pack

Details:

  • Blueprints: 13
  • Maps: 8
  • Materials: 1 Material
  • Do Materials derive from a Master Material with instances as variation: Yes
  • Intended Platform: Desktop, Console, VR
  • Platforms Tested: Windows, Oculus

A seamless version of the image “Ocean Water for Texture, Full Frame” (https://flic.kr/p/8qZ2XE) by George Lenard under “CC BY 2.0” license (https://creativecommons.org/licenses/by/2.0/) is included and used as foam texture.

阅读 文件 | 支援电邮 | 论坛主题

特征:

  • 格斯特纳波实施和准备使用水上飞机蓝图与动画泡沫
  • 100%蓝图,没有C++
  • 水运动适应选定的风速,取水长度和风向,无缝过渡
  • 浮力自动设置,浮动物体可以与UE4物理系统完全交互
  • 无限海洋系统:水平面移动与玩家创造一个无限的海洋. 水隐藏在船内。
  • 出色的性能:蓝图可以原生化为C++代码(UE4.14及更高版本)
  • 与轨道天气和季节包兼容

详情:

  • 蓝图:13
  • 地图:8
  • 材料:1材料
  • 材质是否派生自具有实例作为变体的主材质:是
  • 预期平台:桌面、控制台、VR
  • 测试平台:Windows、Oculus

图像的无缝版本”海洋水的纹理,全帧”(https://flic.kr/p/8qZ2XE)由George Lenard根据”CC BY2.0″许可证(https://creativecommons.org/licenses/by/2.0/)被包括并用作泡沫质地。










Watch the Trailer

Sea State Transitions

HQ video 1 | HQ video 2 | HQ video 3

Physical Water Surface simulates different sea states for wind speeds from 1 m/s to 35 m/s and fetch lengths from 50 km to 1500 km. Seamless transitions between all sea states and wind directions are possible. The wave parameters of Physical Water surface were carefully derived using the JONSWAP spectrum, an equation from oceanography that guarantees realistic water motion for waves of all sizes.

Making an object float on the water is easy: Just add the Buoyancy Component Blueprint to an object and Physical Water Surface takes care of the rest. The points for calculating the buoyant force on the object are generated automatically in rectangular or elliptical shape. Floating objects can fully interact with the UE4 physics system. They can collide with other objects react to forces acting on them. To make a boat go forwards just add a horizontal force in Blueprint. A ready to use player controlled boat Blueprint is included.

Everything has been designed to just work out of the box with no complicated setup required. Physical Water Surface comes with six example maps that show how all the different features work, making your first steps easy.

观看预告片

海洋状态转变

总部视频1 | 总部视频2 | 总部视频3

物理水面 模拟不同的海况 适用于风速从1米/秒到35米/秒,取值长度从50公里到1500公里。 所有海况和风向之间的无缝过渡 是可能的。 利用JONSWAP光谱仔细推导了物理水面的波浪参数。 海洋学方程 这保证了各种大小的波浪的真实的水运动.

使对象浮动 在水面上很容易:只需添加 浮力组件蓝图 到一个物体和物理水面照顾其余的。 计算物体上浮力的点是 自动生成 呈矩形或椭圆形。 浮动对象可以完全 与UE4物理系统交互. 它们可以与其他物体碰撞,对作用于它们的力作出反应。 要使船向前走,只需在蓝图中添加一个水平力即可. A 准备使用玩家控制的船蓝图 包括在内。

一切都有 被设计成开箱即用 无需复杂的设置. 物理水面带有六个示例地图,显示所有不同功能的工作原理,使您的第一步变得容易。

声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。