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How do you create half in half out effect in water transition between above water and under water?

Hi everyone, I need some help understanding how to recreate the effect shown in the attached image using UE4. Any advice or tip would be greatly appreciated. Thank you in advance. Paulo

alt text

Product Version: UE 4.14
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underwater.png (387.0 kB)
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asked Feb 17 '17 at 01:58 AM in Using UE4

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paulinhog
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avatar image Atomka Apr 28 '17 at 10:06 AM

Same question here, is there any way we can do that using Blendable materials ? I already checked this topic : https://forums.unrealengine.com/showthread.php?52118-Underwater-fog-half-in-and-half-out But it didnt work, i cant set the scalar parameter :/

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3 answers: sort voted first

just look at it as 2 different meshes, the "buoy" and this "metal tower" the "buoy" blocks the water, the "metal tower" overlaps (or ignore) the water (very similar to what it is in real life)

"but what if i just have one mesh?" you can put a "Box Collision Component" in the Actor's blueprint in the midle of the static mesh, set the static mesh to ignore/overlap and the box collision to block it.

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answered Feb 17 '17 at 02:33 AM

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veccher
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avatar image paulinhog Feb 17 '17 at 03:14 AM

Hi veccher,

Thank you very much for your prompt reply. More than the effect with he mesh I was referring to the effect in which the camera is able to see above and under the water at the same time. I am not sure if I need 2 post process volumes or antihero resource in order to achieve such effect.

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That one is from the ocean shader plugin, you can find it here: https://forums.unrealengine.com/showthread.php?42092-Community-Project-WIP-Weather-amp-Ocean-Water-Shader and is using stencil buffer to detect the water line. Check "M_Underwater_PP" material

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answered May 29 '17 at 08:59 PM

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som3on3
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