Klemen Profile picture
Founder of @Tuatara_Games, VFX artist, game developer, dad.

Sep 21, 2019, 7 tweets

Been a while since I promised a breakdown for this shot (no sims, all done with vertex offset). I finally got around to it, I'll be updating this thread shortly! #screenshotsaturday #gamedev #UE4

We'll need our mesh to have positions of it's individual fragments saved somehow. I do this by baking pivot data into UVs. I bake XY pos to UV1 and Z to UV2. This data is easily accessible in the shader, see below.

Here's a sample mesh for anyone to use:
klemenlozar.com/@klemen_lozar_…

We've now essentially created a new coordinate expression, what I would call "fragment position", we can use this to pass unique values to separate fragments instead of distorting the vertices of the entire mesh as a whole.

You can then do different position and rotation transformations on the mesh. It's very fun to play with, you can adjust all the parameters on the fly.

Here's a node setup for the gif above. Grab the mesh I posted earlier in the thread and have a go!

For the final sequence I used a much higher density mesh and a more elaborate shader setup with per chunk randomization, gravity, etc...

HQ video:
bit.ly/2tf7iFe

#screenshotsaturday #UE4

Thanks for all the love on this everyone! Here's a bonus older gif showing the mesh I used in more detail.

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