Glass • Clear Grid
Bower Studio
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Glass • Clear Grid
Bower Studio
Sara Greenberger Rafferty. Level 1, 2020.
fused and kiln-formed glass
Blog02 - Underwater Scene (Part A - Research/Planning)
The underwater scene will need to look alien-like to get the message across to the player that the ocean that they’re on the bottom of isn’t Earth’s. However, the bottom of the Earth’s ocean already looks alien-like as it is, so the alien world’s ocean will have to look pretty bizarre so that there’s a clear enough difference. In order to create the underwater scene, I needed to get some inspiration on how to do the water effects through looking up tutorials on how others have gone about it.
Unfortunately, most of what I’ve seen so far in regards to water effects isn’t relevant to our current project. There are tutorials on how to create the surface of the water, but the scouting ship is at the bottom of the ocean, so the player would never see it.
Figure.1 (HRGN-Water-Surface-Tut-ScrSh-01-1.jpg, 2017).
Figure.2 (HRGN-Water-Surface-Tut-ScrSh-02-1.jpg, 2017).
There was also a tutorial on how to use ‘Post Process Volume’ in Unreal to create the tinge of the water needed for when the player is under the water, but this wouldn’t work for what we’re doing as you have to be in the ‘Post Process Volume’ cube to see it. The control room itself would have to be in the cube so that the player could see the water, which would mean the room itself would have that tinge too and seem to be filled with water (when it’s actually suppose to have its own little pocket of air inside).
Figure.2 (HRGN-Water-Volume-Tut-ScrSh-01-2.jpg, 2017).
Figure.3 (HRGN-Water-Volume-Tut-ScrSh-02-2.jpg, 2017).
While watching some more tutorials, I was lead to a tutorial on sculpting a terrain in Unreal Engine and decided that I’d create a terrain for the seabed and work off of that. My only concern is whether or not the terrain would be too big to be worthwhile keeping. (I will write a small blog on creating and sculpting a terrain later).
I took a break from tutorials and thought about it for a bit. A little while later I had a few ideas (some of which I haven’t tried out yet):
1. I could add a plane close around the window with a transparent ‘tinge of the water’ material, change the colour of the world’s light source to the same colour and delete the sky sphere. (I have done this already, and there’s also a basic glass material for the window. This is just a test, so I’m currently not using the actual window and ramp model. I will be updating this later).
Figure.4 (HRGN-Underwater-Window_v1.jpg, 2017).
2. I could also try creating a basic plane above the terrain - where the surface of the water would be - and add a bright light above the plane, so I could use it like a sieve in order to create the streaks of light through the water. The plane could have an opacity map on it, which would control how much light gets through, where, and at what intensity. (I might even be able to add a colour map on the plane if I wanted the light streaks to be different colours, &/or animate it so the light streaks change in intensity?)
3. Then I could use ideas I saw in tutorials: I could then add smoke effects so the water looks murky, add planes around the terrain with a texture on them to give the illusion that the ocean scene is bigger than it really is (that the ocean continues on into the distance), and possibly add bubbles with a particle system and a basic image of a bubble (with a transparent background).
Figure.5 (HRGN-Water-Bubbles-Tut-ScrSh-01-1.jpg, 2017).
I don’t know how I’m going to get the distorted effect of the water moving, so I’ll look into this a little more after I try out the ideas listed above. (I’m also wondering whether the light streaks would normally be changing in intensity - but that’s probably an extra I won’t have time to look into anyway).
I had asked the lecturer during class about the glass material as the refraction is behaving in a strange way. He said to look into ‘Sphere Reflection Capture’.
References
GameDev1909 (2015, Oct 4) [YouTube Video]. Water volume and Effects Tutorial Unreal Engine 4. Retrieved June 19, 2017, from: https://www.youtube.com/watch?v=Gr5BDGahdEA
HRGN-Underwater-Window_v1.jpg [Screenshot] (2017). Norman, H. Perth, Australia: AMPTHK.
HRGN-Water-Bubbles-Tut-ScrSh-01-1.jpg [Screenshot] (2017). Retrieved July 5, 2017, from: https://www.youtube.com/watch?v=n5UKw_Crlr4
HRGN-Water-Surface-Tut-ScrSh-01-1.jpg [Screenshot] (2017). Retrieved July 5, 2017, from: https://www.youtube.com/watch?v=KPmRV1Z9ikY
HRGN-Water-Surface-Tut-ScrSh-02-1.jpg [Screenshot] (2017). Retrieved July 5, 2017, from: https://www.youtube.com/watch?v=KPmRV1Z9ikY
HRGN-Water-Volume-Tut-ScrSh-01-2.jpg [Screenshot] (2017). Retrieved July 5, 2017, from: https://www.youtube.com/watch?v=Gr5BDGahdEA
HRGN-Water-Volume-Tut-ScrSh-02-2.jpg [Screenshot] (2017). Retrieved July 5, 2017, from: https://www.youtube.com/watch?v=Gr5BDGahdEA
Ponik, L. (2015, Dec 6) [YouTube Video]. Unreal Engine 4 How To Create Underwater Effects (Part 1 of 4). Retrieved June 19, 2017, from: https://www.youtube.com/watch?v=8jbK00s2tKg
Pub Games (2014, March 27) [YouTube Video]. UE4 - Interior Water #1. Retrieved June 19, 2017, from: https://www.youtube.com/watch?v=KPmRV1Z9ikY
Taylor, M. (2016, July 16) [YouTube Video]. Unreal Engine 4 Water Volume With Bubbles Walk Through. Retrieved June 19, 2017, from: https://www.youtube.com/watch?v=n5UKw_Crlr4
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