In this project a static Pirate cabin environment, a weather particle system, an explosion particle, custom world aligned materials and fluid simulation in bottles were created. In addition, a water system with 7 different features, a Pivot Painter asset, a dust material and a dynamic game environment were created. It was learned that most of the game art trick assets encountered tended to begin with either blueprints, external rigging and animation or materials. They then utilised other animation techniques if necessary, such as particle systems for VFX and animation blueprints for physics animation.
At the beginning, an experimental Pirate Cabin project was created to consider whether the animation techniques project was worth pursuing.
Weather Particle using Niagara Particle system
Explosion VFX Using Niagara particle system.
World Aligned Rain Material
Bottle Fluid Simulation
Finally, an environment was created showcasing the Water system with 7 modular features and Pivot Painter. The Seven modular features include Distance Field Flow, Vertex Paint flow, Distance field water foam, Waterfall/River variant, Gerstner Wave, Stencil Shader for boats and Render target ripples. However the environment was unable to showcase the stencil and render target ripples as they were not needed in the final game environment.
Here is the image showcasing Stencil shader:
Stencil Shader that can be used to mask boats on the water
Render Target Ripples, which broke, due to issues with blueprint-material connections for the Render target. However, it wasn't necessary as it required having a character which isn't part of the Game environment research
Here is the Final Game Environment:
What Next?
My interests still rely on adding animation techniques as they are are a powerful asset for my workflow. However, I still feel I have a long way to go to reach the level of someone like Ryan Brucks or James Burton. In the future I also intend to explore either the old school rigging and animation or HLSL shaders as that is something I wasn't able to fully explore and I'm curious if I can create something interesting with those things.
I thought it's about time to start working on creating the environment to showcase the water in the best way possible. It was suggested that I create this really cool Skull Waterfall environment concept art by Andrey Egorov: However, I will be using this concept as my initial inspiration and will be making my own iteration to the environment so it will not look exactly the same as the concept. It takes a bit of time figuring out and creating some of the features for the water shader. While I do this, I can work on creating the environment so I will be working on the water shader in small increments.
Distance Field Foam Vectortoradialvalue, DistanceFieldGradient used for U channel and DistanceToNearestSurface used for V. I thought about how texture coordinates worked and how VectorToRadialValue worked. Both being gradients in R(U) and G(V), I had a theory about creating coordinates based on using Distancetonearestsurface node as G(V) channel and have VectorToRadialValue or Distancefieldgradient node as the R(U) channel. I was initially going to use the DistanceFieldGradient node that I learned about when making the distance field flow map. This is because the node had that Texture coordinate look to it but it adds a lot to the shader instructions so I went with VectorToRadialValue node. I extracted and used maths for the R channel from VectorToRadialValue and it produced the coordinates I wanted. I then added this coordinate to the noise based foam I made earlier using Alex Vinogradov's approach. I later decided to add Distancefieldgradient node just to see if it pro...
From reading the UE4 documentation, I found out that material functions are a bunch of nodes packed into one node. I figured out the Math behind how world alignment works by deconstructing and experimenting with the World Aligned Texture node. This node is one example of a material function. It is also widely known as Tri-planar mapping in substance painter. Material Function for Tri-planar mapping This gave me the idea to make a block out material which can have grids, scale without texture stretching and change colours the way I want it to. I also wanted to add the functionality of animating the material. I did this by making some modifications to the World Aligned Texture material function. Modified Material function with comments to help understand which part is doing what. I found that substracting the WorldPosition from the Object Position will force the material to move along with the object and not have a weird scrolling effect whenever you move the obje...
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