Breakdown of Zelda: Breath of the Wild cartoon water foam effect. #gamedev #indiedev #UE4 #realtimevfx
Basically, we just spawning some meshes around object with random rotation and distortion and dissolving the texture with alpha erosion #gamedev #indiedev #UE4 #realtimevfx
Mesh is just a simple donut plane (I guess it called that way? :D) with planar UV mapping, where bottom of the UV is center of the #gamedev #indiedev #UE4 #realtimevfx
Setup for distortion is pretty basic: grab two similar texture with different scale and panner speed (but they moving in one direction), multiply them with deform strength and add to UV coordinates of linear gradient #gamedev #indiedev #UE4 #realtimevfx
And add some world position offset magic for nice flow edge effect #gamedev #indiedev #UE4 #realtimevfx
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