Showing posts with label water. Show all posts
Showing posts with label water. Show all posts

Thursday, October 6, 2016

Read How to create swimmable water in UE4 Now


In this tutorial I will show you how to create water that your character can swim in. 

Step 1: Adding in BSP Brush

To create water we first need somewhere to put it, so I am going to drag out a box.

BSP box brush.
BSP box brush.


Step 2: Creating and resizing subtractive brush

Then duplicate that box and change the brush type to subtractive. To duplicate the box you can go to the scene outliner panel, right click on the box and go to edit and select duplicate.
Box brush in scene outliner.
Box brush in scene outliner.
To change the brush type, go to the details panel, under brush setting. Where is says brush type click and select subtractive from the drop down bar.


Brush settings - Additive
Brush settings - Additive
Resize this box to create a hole in the first box, this is where we can put the water. You can resize the box in the details panel under transform, just so it’s a bit smaller than the other box.

Transform options.
Transform options.

Step 3: Adding physics volume

Go to the modes panel, in placement mode. Select volumes, scroll down until you see “physics volume”. Drag in a physics volumes, make it a little bigger than the subtractive box. 

Physics volume.
Physics volume.

On the details panel under character movement tick the box beside water volume, and under volume tick the box beside physics on contact.

Water volume and physics on contact location on details panel.
Water volume and physics on contact location on details panel.

Step 4: Adding in post process volume

Now duplicate the physics volume, and in the details panel under actor go to convert actor and in the drop down select “PostProcessVolume”.

Convert actor.
Convert actor.
In the details panel, under scene colour make sure to tick the first three boxes. Beside scene colour tick that box and then double click the space beside it and you can change the colour to a shade of blue, this just makes it look like you are under water when you are in play mode. 

Scene colour options.
Scene colour options.

Step 5: Creating water surface

To add the water drag out another box, and this time add a material to it. To apply a material to the box, select it. Go to the details panel under brush setting and extend the tab, select create static mesh.


Create static mesh.
Create static mesh.
When you click this the select path screen opens, you name the static mesh and then click create static mesh.

Name and create static mesh.
Name and create static mesh.

Go to the content browser, extend starter content and click materials. Then search water in the search bar. Then choose one of the water materials that comes up and drag it onto the static mesh you just made.

Select material.
Select material.

Step 6: Adding a water material to the static mesh

Now click onto the viewport, and you will see the material isn't working yet.

You will see this on your static mesh.
You will see this on your static mesh.

Go back over to the details panel under static mesh and double click static mesh.

Static mesh in detail panel.
Static mesh in detail panel.

The editor will open, make sure you have the material selected in the content browser when you are doing this. Click on the little arrow beside the material in the editor, it’s in the upper right hand corner. Then save and close the editor.

Editor.
Editor.

Material in content browser.
Material in content browser.

Step 7: Making the water more realistic

Click on your post process volume, using the details panel you can add Depth of field. This gives the impression of blurred vision when under the water. I ticked the first two options under the depth of field tab. Beside method choose Gaussian in the drop down and set focal distance to about 1000.

Depth of field in details panel.
Depth of field in details panel.

Step 8: Testing the water

Now right click on your view port and select play from here to test your water.

Character on screen.
Character on screen.
Character on screen.
Character on screen.


Wednesday, January 20, 2016

Simple Water Effects Tutorial for Blender


Water Effect Tutorial for Blender
The Finished Effect

Step 1: 

Delete the default Cube and the Lamp by selecting and hitting delete followed by clicking the on screen prompt. You will not need these in your scene.

Step 1:

Step 2: 

Add a Plane and a Sunlight (placement doesn't matter for sunlight) through the Add tab, followed by scaling the plane up by pressing the S key while it is selected. The sun will create the reflection and all lighting.

Step 2:

Step 3: 

Select the Sunlight, and then go into the Sun Data tab which is a little sun icon where Materials would be, check the Sky box and Atmosphere box, then change the Factor of the sky to 0.5. This gives the background a realistic sky when you render the scene.

Step 3:

Step 4: 

Select the plane and enter the Materials tab and add a new material, change the Specular type of the plane to Blinn and change the specular Intensity of the highlight to 0.2. Then check the Mirror box of the plane and in the mirror dropdown, set the Reflectivity to 1.0 then set the gloss amount to 0.75.

Step 4:

Step 5:

Enter the Texture tab and add a new texture, and under Mapping change the X, Y & Z size to 7.0, then uncheck the Color box under the Influence tab, then under the Geometry heading change the normal to 0.1.

Step 5:

Step 6:

Go to the world tab and check the Ambient occlusion box and set it to 0.3.

Step 6:

Step 7:

Enter Edit mode and select the plane, then Subdivide it 7 times. This is to give it more Geometry for the Displace modifier to take effect. We will add this in the next step.

Step 7:


Step 8: 

Now enter the Modifier tab and add a Displace modifier and click the little texture box and select texture from the dropdown, now enter Object Mode and from the dropdown click texture, then change the Strength to 0.02.

Step 8:

Step 9: 

Under the Object tools menu on the left, change the Shading to Smooth.

Step 9:

Conclusion

If you followed my instructions correctly you should end up with something like this, my camera has been fixed into a suitable position for the effect to show it off, I also added a Monkey and an Icosphere from the Add tab to give the effect of floating objects. You don't have to do this. 

Pre Render

Final Render


Now hit F12 for the final render. Congratulations now you know how to make water effects for your renders.

Final Render




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