lol again at Unreal’s water system, which is so “experimental” that it contains assets that don’t compile (and have been in that state for about 2 years, as far as I can tell)
@Craigp The annoying thing is that the ocean itself is actually quite performant. The other plugins look better but don’t scale so well. If it were a basic-but-functional renderer we could build on it but it’s just a shitty mess.
@Craigp I don’t suppose you ever worked out how to sample the Unreal wave height on the GPU? The niagara function to do so requires you to pass in a water body actor, which only works on the CPU. Blows my mind that there’s no function to do that on the GPU.
@thomasfuchs I do have an EQ5 Pro but I have huge problems getting it polar aligned. Sometimes it takes me hours to get right. Hopefully I can now use NINA.