In this tutorial, I'll go over some basic setups that use Particle Flow Box 3 operators to manipulate particle scaling procedurally. It's based on a similar idea explained by Shawn Hendriks in the following video...
Bachelor film project 2011 from The Animation Workshop.
As long as anyone can remember, the coming of The Undertaker has meant the coming of death. Until one day the grim promise fails and tension builds as the God fearing townsfolk of Backwater wait for someone to die
By: Bo Mathorne, Tue T. Sørensen, Arthur Gil Larsen, Rie C. Nymand, Mads Simonsen, Thomas H. Grønlund, Esben Jacob Sloth, Martin Holm-Grevy
WIP. Update for antarctic scene. This time about shaders and lighting.
Rendered in UDK.
My attempt to make Custom Physically Plausible shading (PBR Physically Based rendering) inside Unreal engine. As well realization of my thoughts about data sharing on big levels. Basically all values across all materials are shared and controlled through material utilities, mostly same tiled texures used across every surface in world space. Adding new asset is just about importing mesh and normal map into the editor and applying correct instance material, done..
Shaders contain information about waterline high and can make meshes wet or change color on ice if mesh is placed in water. Rock meshes will use terrain main color mask to apply snow or rocks in same place as it on terrain, etc. Additional controls applied through vertex color, what reduces amount of instance shaders and gives me per object controls.
Overall process is about moving content rather tweaking individual assets.
Waterfall - Mesh with animated displacement map ( texture scrolling) + vertex animation for secondary waves
World machine for terrain.
Water layer is terrain layer automatically projected on specific high.
Birds using vertex world space animation for wings waving. Partly distributed as particles, partly as regular meshes.
Same vertex animation used for ice waving or assets which are placed in water.
All shaders based on library of instances, so basically if I change some rule set in one element it will affect all other shaders in same time. This saves me from re tweaking different shaders if I need to change something.
In this tutorial, you will learn how to use the Ocean Waves shelf tool, how the resulting network is designed to streamline your workflow and how to work with the new Ocean Surface Shader. This introductory lesson will help you understand some of the options that may not be immediately obvious. It also includes tips on working with the texture maps required by the Ocean Surface Shader, and how to automatically generate them as needed.