What is Waterline? Trailer
Waterline is a collection of surface and post-process materials that work seamlessly to create high quality split-view water visuals for water with displaced waves!
.Waterline provides several quality options suitable from ArchViz animations to high-end mobile devices.
Waterline 3.0 Trailer
Introducing Buoyancy and Shallow Water Simulation on an infinite and localized scale that works with all previous Waterline features! The effect is targeted for the PC/Console platform. For UE4.23+
Introducing GPU based Ocean FFT Simulation! Our Ocean Sim is based entirely on Blueprints and Material editor with no reliance on any custom C++ We also have a ton exposed parameters allowing users to easily customize or even create their own FFT based oceans from scratch!
Improved Ocean Grid with a ton more detail can now render details centimeters in size across kilometers. New Lake Actors that can be placed at different altitudes and be kilometers across. Imprved Underwater Ocean VFX. caustics library and real-time Ocean Caustics, improved ocean buoyancy (still WIP)
Note that Mobile feature (iOS and Android) are limited at the moment (no simulation) you can see what these are here: https://youtu.be/-oznhg1bJqU
10 Example Levels, 63 Textures, 59 Materials and 70 Instances, Post-Process Underwater Effects, Displaced Water Surface, Water Caustics Materials, Shallow Water Simulation on a localized and infinite scale and Buoyancy, FFT Ocean Simulation
64×64, 128×128, 256×16, 256×256, 512×512, 600×600, 720×720, 800×800, 1024×1024, 1920×1080, 2048×2048, 4096×1024, 4096×2048, 4096×2065, 4096X4096, 8192×8192
No of Materials: 59 Master Materials with 70 Instances
No of Textures: 63
No of Blueprints: 19
Supported Dev Platforms: PC
- Target Platforms: PC
VERSION GUIDE (see last images for details)
>Please take care as UE5.1 has some pretty harsh TSR Anti-Aliashing smearing on animated materials setting the console variable “r.TSR.ShadingRejection.Flickering.Period” to 0 or something really low greatly improves visuals 😉
>Shader calculations in the Documentation are from 4.21 these numbers may slightly change across engine versions.
>Changing the Near Clip Plane value from the default can cause artifacts
Support Email: email@example.com