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Oceanology NextGen - Underwater

🌊 Volumetric Effects
💡 God Rays
🎨 Post-Processing

Create immersive underwater environments with fog, caustics, god rays, and volumetric effects.


Prerequisites

RequirementDetails
EngineUE5.x (latest release)
PluginOceanology NextGen installed and configured
SceneOceanologyInfiniteOcean actor in your level
SkillsBasic familiarity with post-processing
Underwater Modes

Oceanology offers two underwater modes: Underwater (standard post-process fog) and Volumetric Fog (advanced volumetric rendering). The system auto-detects camera submersion and applies appropriate effects.


Step-by-step

1. Access the Underwater settings

Select the OceanologyInfiniteOcean actor in your level. In the Details panel, locate and expand the Underwater category. Here you will find all underwater rendering options:

Primary Settings:

  • Underwater Mode - Select the rendering method. Options are Underwater (standard fog) or Volumetric Fog (advanced volumetric effects).
  • User Override Underwater Material - Optional custom material to override the default underwater rendering.

Subcategories:

  • Underwater Fog - Standard fog settings and material (MI_OceanAmbientFog).
  • Underwater Distortion - Screen distortion effects (M_UnderOcean_PostPro).
  • Volumetric Fog - Advanced volumetric fog settings (only active when Volumetric Fog mode is selected).
  • Bubbles Settings - Underwater bubble particle effects.
  • Advanced - Material Instance Dynamic (MID) references for runtime modifications.

The default mode is Underwater which provides good performance with realistic underwater visuals.

Underwater category overview

2. Configure Underwater Fog settings

Expand the Underwater Fog subcategory to access detailed fog parameters. These settings control the appearance of underwater visibility and atmosphere:

Distance and Density:

  • UnderwaterDistance - 100.0. Base distance for fog calculations.
  • FadeDistance - 20000.0. Distance at which fog reaches full density.
  • FogBase - 100.0. Base fog level applied uniformly.
  • FogDensity - 500.0. Overall fog thickness. Higher values reduce visibility.

Light Scattering:

  • FogScatterMaxAnisotropy - 0.9. Maximum anisotropic light scattering.
  • FogScatterMinAnisotropy - 0.98. Minimum anisotropic light scattering.
  • DarknessFadeDepth - 1.0. Depth at which darkness begins to fade in.

God Rays:

  • GodRayRate - 15.0. Frequency of god ray light shafts.
  • GodRaySize - 0.1. Size/width of individual god rays.
  • UnderwaterLightDepth - 100000.0. Maximum depth for light penetration.

Shader and Colors:

  • WaterShaderID - 10.0. Shader identifier for material switching.
  • UnderwaterColorFX - Color effect applied to the underwater view.
  • FogAmbientColor - Base ambient fog color (blue tint).
  • FogScatterColor - Light scattering color (lighter blue).
  • Underwater Fog Material - MI_OceanAmbientFog. The material instance used for fog rendering.

Underwater Fog detailed settings

3. Configure Bubbles Settings

Expand the Bubbles Settings subcategory to control underwater bubble particle effects. Also review the Advanced section for material instance references:

Bubbles Settings:

  • Enable Bubbles - Disabled by default. Enable to spawn bubble particles underwater.
  • Position to Local Space - When enabled, bubbles spawn relative to the actor rather than world space.
  • Spawn Rate - 100.0. Number of bubbles spawned per second.
  • Volume Scale - 5000.0, 5000.0, 5000.0. Size of the spawning volume (X, Y, Z).
  • Displacement Factor - 0.025. How much bubbles are displaced by water movement.
  • Normal Factor - 500.0. Influence of surface normals on bubble behavior.
  • Gravity Force - 15.3125. Upward buoyancy force on bubbles.
  • Sprite Size Max - 2.0. Maximum bubble sprite size.
  • Sprite Size Min - 1.3. Minimum bubble sprite size.

Bubbles Assets:

  • Bubbles Material - M_OceanBubbles_Inst. Material for bubble particles.
  • Bubbles Effect - NS_OceanologyBubbles. Niagara system for bubble simulation.

Advanced (Material Instance Dynamics):

  • Underwater Fog MID - UnderwaterFogMID_20. Runtime-modifiable fog material.
  • Underwater Distortion MID - UnderwaterDistortionMI. Runtime-modifiable distortion material.
  • Volumetric Fog MID - Reference for volumetric fog material instance.
  • Bubbles MID - Reference for bubbles material instance.

Bubbles Settings and Advanced options

4. Use Volumetric Fog mode for advanced rendering

Change Underwater Mode to Volumetric Fog for more advanced underwater rendering with depth-based volumetric effects. This mode provides more realistic light interaction but requires more GPU performance.

When Volumetric Fog is selected, expand the Volumetric Fog subcategory:

Scattering:

  • FogScatterMaxAnisotropy - 0.9. Maximum light scattering anisotropy.
  • FogScatterMinAnisotropy - 0.98. Minimum light scattering anisotropy.

Camera and Depth:

  • CameraOffset - 400.0. Offset for fog calculations relative to camera.
  • DarknessFadeDepth - 1.0. Depth where darkness begins.
  • GodRaysHeightFade - 1000.0. Height at which god rays fade out.
  • UnderwaterLightDepth - 100000.0. Maximum light penetration depth.

Mask Settings:

  • MaskHardness - 30.0. Edge hardness of the volumetric mask.
  • MaskPower - 1.0. Power curve for mask falloff.
  • MaskRadius - 4000.0. Radius of the volumetric fog mask.

Colors:

  • FogAmbientColor - Base ambient color (deep blue).
  • FogScatterColor - Light scattering color (darker blue for volumetric).

Material:

  • Volumetric Fog Material - M_UnderOcean_Volume. The volumetric fog material.

Note that when using Volumetric Fog mode, the standard Underwater Fog Material is set to None as the volumetric system handles fog rendering instead.

Volumetric Fog mode settings

5. Enable Volumetric Fog on ExponentialHeightFog actor

Critical Requirement: For Volumetric Fog underwater mode to work, your level's ExponentialHeightFog actor must have Volumetric Fog enabled. Without this, the underwater volumetric effects will not render.

In the Outliner, locate your ExponentialHeightFog actor (commonly found in a Lighting folder). Select it and examine the Details panel:

Directional Inscattering:

  • Directional Inscattering Exponent4.0. Controls light scattering falloff.
  • Directional Inscattering Start Distance10000.0. Distance where directional scattering begins.
  • Directional Inscattering Color — Color tint for scattered light.

Volumetric Fog:

  • Volumetric Fog — ✅ Must be Enabled. This checkbox activates the engine's volumetric fog system which Oceanology's underwater volumetric mode depends on.

If Volumetric Fog is disabled on the ExponentialHeightFog, the underwater Volumetric Fog mode will fall back to standard fog rendering or produce no volumetric effects at all.

ExponentialHeightFog Volumetric Fog setting


Underwater Mode Comparison

FeatureUnderwater ModeVolumetric Fog Mode
Performance✅ Better⚠️ More demanding
God RaysBasicAdvanced volumetric
Depth AccuracyGoodExcellent
Light ScatteringPost-processTrue volumetric
Best ForGeneral use, mobileHigh-end PC, cinematic

Configuration Guidelines

ScenarioRecommended Settings
Clear tropical waterFogDensity: 200, FogAmbientColor: light cyan
Deep oceanFogDensity: 800, FogAmbientColor: dark blue, DarknessFadeDepth: 0.5
Murky waterFogDensity: 1000, FogScatterColor: green-brown tint
Performance priorityUnderwater Mode: Underwater, Enable Bubbles: Disabled
Visual quality priorityUnderwater Mode: Volumetric Fog, Enable Bubbles: Enabled
Subtle god raysGodRayRate: 5, GodRaySize: 0.05
Dramatic god raysGodRayRate: 25, GodRaySize: 0.2

Troubleshooting Common Issues

ProblemLikely CauseSolution
No underwater effectCamera not in water volumeVerify Water Volume placement
Fog too thickFogDensity too highReduce FogDensity value
No god rays visibleGodRayRate too lowIncrease GodRayRate and GodRaySize
Bubbles not appearingBubbles disabledSet Enable Bubbles to Enabled
Poor performance underwaterVolumetric mode on low-end hardwareSwitch to standard Underwater mode
Colors look wrongIncorrect fog colorsAdjust FogAmbientColor and FogScatterColor
Distortion too strongDistortion material settingsModify Underwater Distortion Material parameters
Volumetric fog not workingWrong mode selectedVerify Underwater Mode is set to Volumetric Fog
Volumetric fog not renderingExponentialHeightFog disabledEnable Volumetric Fog on ExponentialHeightFog actor

Summary

In this guide, you learned how to:

  1. Access Underwater settings - Navigate the Underwater category and understand the two rendering modes.
  2. Configure Underwater Fog - Adjust fog density, distance, god rays, and colors for standard underwater rendering.
  3. Set up Bubbles - Enable and customize underwater bubble particle effects.
  4. Use Volumetric Fog mode - Configure advanced volumetric underwater rendering for high-quality visuals.
  5. Enable ExponentialHeightFog - Ensure the engine's Volumetric Fog is enabled for underwater volumetric effects to work.

With the Underwater system properly configured, your submerged environments will feature realistic fog, light scattering, god rays, and atmospheric effects that create immersive underwater experiences.