UnrealXinda / FFTOcean

A UE4 plugin for frequency based ocean rendering with Phillips spectrum and wind-wave dissipation
20 stars 5 forks source link

Usage steps #2

Open nihalkenkre opened 4 years ago

nihalkenkre commented 4 years ago

Please outline the usage steps.

thank you, Nihal

nihalkenkre commented 4 years ago

M_Ocean_Water does not compile. Missing Material functions and input textures. fftocean_1 fftocean_2

nihalkenkre commented 4 years ago

hello ?

UnrealXinda commented 4 years ago

I probably shouldn't add the materials in. They're from Epic's water rendering examples. You are free to use whatever ocean materials you have while plugging the displacement and normal map generated by the ocean component class into WPO and normal output respectively.

nihalkenkre commented 4 years ago

Hello.

Could you please tell me the ideal values for the parameters for Beaufort intensities.

Beat regards. Nihal Kenkre.