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OCEANOLOGY 5

Presentation document, the complete documentation is for verified users


Oceanology
mathematical
wave simulation

A Gerstner wave or trochoidal wave describes the progression of a wave on the surface of an
incompressible fluid of infinite depth. lt's suitable for describing the motion of deep-ocean waves. The
solution was discovered in 1802 by F. J. Gerstner, and has been the workhorse of ocean animation in
computer graphics since 1986, after the paper by Fournier & Reeves showed very promising results.
Then, based on the classic course notes by Jerry Tessendorf in 2001, Mark Finch implemented the
Gerstner wave as a vertex shader in the 2004 "Effective Water Simulation from Physical Models", show
that real-time Gerstner wave calculations are indeed possible. They are nowadays extensively in video
games, e.g. in Naughty Dog's Uncharted. Shader based primarily on NVidia's GPU Gems
Mobile
Oceanology
Mobile Oceanology is in development as an experimental
version, sold separately

ABOUT PROJECT

ADVANCE
Upgrates
In the oceanology community you can find the change log and
everything you need to continue with the proper functioning of
oceanology, Enter the channel #Changelog of discord and you can see
the continuity of changes Oceanology Community Link

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CODE AND
BUTTONS
Oceanology 5
Unreal engine 4.23/4.24/4.25 /4.26

Enter the Oceanology community and request access to the


important code to finalize the Oceanology installation

Oceanology Community Link

Paste important code in the path


Unreal Projects \ Myproject \ Config \ DefaultEngine.ini
Buttons and code available in the community
SETTINGS

Get to know the latest news in Oceanology 5 technology,


Below you will find all the necessary configurations and
characteristics of the new Oceanology Occidental Petroleum
Corporation is an

ADVANCE
TESSELLATION

Tessellation is a computer graphics


technique used to manage sets of vertices
and divide them into structures suitable for
rendering, allowing for graphical primitives
to be generated on the GPU.

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CAUSTICS

Caustics is a term that is not just utilized in


the world of 3D graphics. It's the term used
that describes the patterns of light and color
that occur when light rays are reflected or
refracted from a surface

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OCEAN COAST
Coastal landforms, any of the relief
features present along any coast, the
result of a combination of processes,
sediments, and the geology of the coast
itself.

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OCEAN FOAM
The effect of generating foam on the surface of the ocean
is really great, we can achieve varied appearances, make
the surface completely full of foam or just leave everything
on automatic and have oceanology 5 do its job

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SEA WAVES
Modify the waves of Oceanology 5, You can
achieve multiple appearances, it is very
simple to use, Use the new global values
that this version provides, I assure you that
it is really simple

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UNDERWATER
Oceanology 5's new fog effect is based on
post process, we can control the light
scattering under the ocean, fog intensity and
caustics.

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OCEAN MASK
The new Oceanology 5 masking system based on
distance field is something really amazing, it
detects the volume of an object and the ocean
detects the surface to create a masking effect,
you can create domes, cities under the sea,
everything you need

Documentation
MASK DOME
With the mask effect you can create great effects like a
dome, you can integrate cities or make submarines with
interiors, the possibilities are endless, all examples are
included in the maps
BUOYANCY
The advanced buoyancy system is something
that we would say as simple and at the same
time difficult, we can make any type of
object float, From a simple sphere, to boats,
everything depends on you

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SWIMMING
Configure the new advanced swimming
system of Oceanology 5, you can make
sharks, fish and characters can swim with
this great system

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SURFACE SCATTERING
Surface scattering is defined as scattering
that takes place only at the edge surface
between two different but homogeneous
media, from one of which electromagnetic
energy strikes the other.

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DETAILS
Definition of details in the ocean, You can
alter all the details and quality you need in
your project, There are no limits

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REFRACTION
Advanced refraction, alters everything from
the surface and the depth of the ocean,
Modifies the intensity, Variation of the
surface among others

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OCEAN CUSTOMIZATION
customize your own materials in Oceanology 5

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OCEAN CUSTOMIZATION
Create
create your own oceanology shaders and customize them to your taste
and needs

I recommend an intermediate knowledge of animation and blueprints to follow these steps


BOAT CONTROLS
Oceanology 5 has multiple advanced button
configurations for your boats you can
navigate freely

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OCEAN INFINITE AND LOCAL OCEAN
Oceanology has an infinite ocean system and
a local one that is still experimental

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OCEAN MODES
Oceanology 5 can get multiple appearances,
from lakes, calm oceans, oceans with normal
state and storm state.

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ENVIRONMENTS
Oceanology 5 includes a wide variety of assets
and environments prepared for games, cinematics
and architecture, we hope you enjoy it

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Oceanology 5
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MODULAR BOAT

Oceanology 5 has a modular boat, Modify it


to your own needs, This system is really
accessible

Documentation
Check everything
before updating
Check everything before updating, Make a backup and
stay safe, We are not responsible for bad Oceanology
settings

ADVANCE
GALIDAR
Thanks for being
Oceanology 5
on this adventure
We thank all the users who have been with us in this great
adventure, All this has been thanks to you, Every support you have
given us has made Oceanology go far, We are very happy to
announce this next update and this great community

Kind regards from the Oceanology team

GALIDAR
Oceanology 5

ADVANCE

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