Uploaded July 2020 | Updated September 2026, 8 hours ago
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)
unrealengine.com/marketplace/en-US/product/beach-wave-water
Ship Model by Sololopenko (sketchfab)sketchfab.com/3d-models/ghost-ship-31f365301da8410d83dce11d3ace5813
For Questions or suggerstions Just join my Discord or write a comment below.
discord.gg/MrYgTky
Leave a Like or subscribe for more content like this
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Want to support me?
patreon.com/marvelmaster
or
paypal.me/marvelmasteryt
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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)
unrealengine.com/marketplace/en-US/product/beach-wave-water
Ship Model by Sololopenko (sketchfab)sketchfab.com/3d-models/ghost-ship-31f365301da8410d83dce11d3ace5813
For Questions or suggerstions Just join my Discord or write a comment below.
discord.gg/MrYgTky
Leave a Like or subscribe for more content like this
_______________________________________
Want to support me?
patreon.com/marvelmaster
or
paypal.me/marvelmasteryt
_______________________________________










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