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WaterStamp - UE4/UE5

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WaterStamp - UE4/UE5

$20
2 ratings

WaterStamp

Hi – welcome to the first release for WaterStamp!


Trailer: https://youtu.be/mYgkbNJQOd8

Trailer 2.0: https://youtu.be/KwP7xHoG7Cw?si=CB_cuquq-KrmveVP

Images: https://www.facebook.com/pg/DumpsterFireProductions/photos/?tab=album&album_id=834649006901546


WaterStamp is an Unreal Engine 4.21 content pack that adds a large number of textures and shaders that center on adding details to water surfaces, underwater terrain and foam effects.

One significant addition is a mapping function that can be used to project any texture to a translucent material – effectively allowing the use of Decal-like shaders on water surfaces! This function will work on any translucent water material as long as the object on which it has been applied to has been set to write “custom depth”.

The object that uses the mapping function does not need UV coordinates and can be shifted, scaled and rotated much like a standard decal actor. The only limitations being that scaling needs to be uniform and the surface – horizontal (as the current focus is water surfaces).

Any displacement in the Water Surface will be accurately projected on without the need to add extra material offsets or displacements on the decals themselves.

The “Translucent_Mapping” function is designed to work with any mesh.

Complex translucent effects can now be localized to small areas where needed without the need to complicate the entire water shader!

Features:

Translucent Decal Mapping Function

Parallax Sea Foam Translucent Decal Material

Parallax Shore Wave Translucent Decal Material

Unlit Color Overlay Translucent Decal Material

Water normal substitute Translucent Decal Material

34 Sea Floor Textures

9 Foam/Wave Textures

14 Wave Normals

13 Water Masks

13 Material Examples on Water Surface, Localized Water Surface effects, Foam, Shore Waves, Radial Waves, Sine Waves and Color Overlays.


HOW TO USE

1) Create a translucent material

2) Apply material to a model. In the “Details” menu of the model make sure to have turned on “Render CustomDepth Pass”

3) Create your material that you plan to use as a decal – Keep “Material Domain” as “Surface” and set “Blend Mode” to “Translucent”. You are free to choose any “Shading Model” and “Lighting Mode”, Screen Space Reflections can also be enabled here.

Add the “Transluscent_Mapping” function and connect it to the UV pin of a Texture Sample node. You can also multiply or offset it prior to the Texture Sample – see material included.

4) Apply your Translucent Decal Material to a mesh and position this mesh near the surface of the water. (Slightly below is currently giving the best results)


Please note that in order to achieve perfect normal map substitution – any nodes that feed into the Color pin of a water material will have to be replicated in the Translucent Decal Material – see examples in map “Water_Normal_WL” material.

Alternatively solid colors combined with the scene color node can be used with a low opacity setting if 100% normal substitution is not needed.

Please note that WaterStamp under active development! As such certain features are still being worked on and are subject to change. A more detailed Documentation and Tutorials are also being worked on, in the meantime an example map with several shaders showcasing major features is included. – note currently only horizontal floor projection is supported ie water surfaces. Vertical projection is being worked on but is not currently supported ie windows.

* As of UE5.0, features of WaterStamp v2.0 are available including better shadow support, Vanilla Unreal water support and better deformations (see TRAILER 2.0 above for details)

DOCUMENTATION: https://1drv.ms/b/s!Ahv0CVYoiZNygz6vgpHweKKZQhTi?e=Actx8d


If you have any questions please contact:
https://www.facebook.com/DumpsterFireProductions/


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