Realistic Ocean Simulator

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This is an implementation of a realistic and highly customizable ocean simulation. This simulation can transition from calm to stormy ocean conditions very easily and each keyframe can be customized individually.

  • Supported Platforms
  • Supported Engine Versions
    4.15 - 4.17

Description


A highly customizable ocean simulation that will allow the user to create interesting transition from stormy to calm ocean conditions. This simulation is highly customizable with a rich set of parameters allowing a very fine grained control for each and every aspect of the simulation itself.

We mimic the Beaufort scale in order to represent each sea state (Calm, windy, stormy etc). We have a set of a maximum of four individually customizable ocean conditions that can be used then as animation keyframes.

Also an advanced and very customizable foam system has been implemented. In this way it'll be possible to adapt it and chisel it based on your application/game needs.

More details on the parameters involved in the simulation are presented in the showcase video.

Technical Details


Video Link: https://youtu.be/E3Bskkd0ccw

Number of Blueprints:      2

Intended Platform:            PC

Platform Tested:                PC

Documentation included: https://we.tl/JJTx8DHmII

Ocean Startup Guide: https://we.tl/CwASpVR13S

Example Project for 4.17: https://we.tl/q3UCx08mjX

Example Project for 4.15: https://we.tl/vdEi40eIej (once downloaded and installed the plugin, navigate in CONTENT and open the STC_Ocean_Scene/STCOceanScene.map . You can play it straight away from editor and enjoy the ocean presets. We highly recomend to start from here in order to get used to the ocean parameters).

IMPORTANT - SHADERS TO BE DOWNLOADED FOR 4.15 e 4.16: https://we.tl/vYB9wK2BG3

Important\Additional Notes: A set of custom *.usf shaders is provided along with the plugin. For 4.15 e 4.16 the aforementioned shaders **MUST** be copied in your Engine/Shaders folder in order for the simulation to work properly (shaders get compiled as the editor starts). This is not be necessary for 4.17 version, because Epic added the chance for the shaders to be in the overarching plugin folder.

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