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Showing posts from May, 2019

Waterfall Foams

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Reflection Initially, I was thinking of making the whole water system into a landscape. However, when I thought about waterfalls, it complicated things as it would look weird in certain areas. It might be best to keep things as separate assets instead. I'm not saying that the landscape water system is off the table as I still need to do some further experiments to fully decide on what sort of water would be best. Another thing about creating waterfall is that it might be easier to convert into a river system which I might utilise in vertex painting the flow maps or landscape layer. Research I've been looking into making foams for the waterfalls and there are many different approaches. The most common approaches I've seen is using vertexnormals that JoyceMinionsArt uses, Vertex painting that UnrealSimon uses and distance fields/Depth fade that Tritonethegame uses. Waterfall From Rime Using normals and triplanar noise to make a stylized waterfall :) #gamede

Using Time in Materials

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I realised this a bit late but I noticed that time can be expensive in materials and the number it outputs just accumulates over time. Its good practice to add some way of looping the time by adding a Frac node so it loops to values over time instead of accumulating. Time with Frac to ensure the value stays within decimal value Other methods of loop the Time Node Big thanks to Unrealsimon ( https://www.youtube.com/watch?v=tEr3NE_XLbc )  and Tech art Aid ( https://www.youtube.com/watch?v=bu8kGs1ap54 ) for pointing this out in their videos. I've gone through all of my materials and made sure to do this.

Water Sparkles

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Its been a pretty busy few weeks but I was able to carry on working on the project incrementally. Before going onto working on flow maps and the waterfall (final two aspects of the water system), I wanted to try integrating the water foam I made into the overall colour I made. I was able to improve the colour of the water a bit more and managed to add some glitter effect by using a dotproduct on the Normal maps. I still feel that the colours could be improved further as you can't see the normal map coming into play on an unlit material. I might need to play around and do some further experimenting. Water System