Configuring ocean material
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Check the Main
, Main_StrongOcean
, and Main_StormOcean
levels to see how the ocean can be customized in different ways.
MI_PlanetOcean
has quite a few features:
Single Layer Water shading model, that provides scattering and absorption
Subsurface scattering. Depending on your ocean sphere radius you might want to tweak subsurface parameters to meet your expectations.
FFT-based flipbook detail normals. It is recommended you disable them while tweaking wave settings in the BP_WaveController
. Once you're done with the waves, enable the flipbook normals and adjust their scale and WPO influence, the latter determines how normals are distorted by the vertex offset of the waves.
Waves attenuation at the shoreline
Waves attenuation requires distance field enabled on the planet mesh. Existing BP_BasicPlanet
is there mainly for demonstration purposes and doesn't have distance filed generated since its height is determined by the material world position offset.
Wave and beach foam. While wave foam looks pretty believable, the beach foam effect is very basic and a subject for enhancement in the near future.