UE4 experimental buoyancy with render targets, no math involved

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Published on ● Video Link: https://www.youtube.com/watch?v=U9AJHqweQBY



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Just a little testing of using render targets to achieve dynamic buoyancy on any surface. Usualy this is done with math in blueprint that gets propagated to material but I used render targets to see if the object is below the water surface and apply force to it if so.
The waves are very hight here to test in worst case scenario.


Water Asset by James Stone (unfortunately custom stencil does not work on his material setup thats why no see thru water)
https://www.unrealengine.com/marketplace/en-US/product/beach-wave-water

Ship Model by Sololopenko (sketchfab)https://sketchfab.com/3d-models/ghost-ship-31f365301da8410d83dce11d3ace5813


For Questions or suggerstions Just join my Discord or write a comment below.
https://discord.gg/MrYgTky



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Tags:
UE4
Unreal Engine
Water
Dynamic Water
buoyancy
teaser
tech
short