Ryan Brucks Profile picture
Aug 19, 2020 5 tweets 3 min read Read on X
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26

#UE4 #realtimevfx #cloudscape
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26.

Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use.

Curve DF:
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here):
The internal lightning is another Voronoi volume texture. Its not shadowed or anything, but it's masked using the cloud detail volume texture. You can see when I turn the detail off on the cloud itself, the lightning still has the pattern which gives a scattering illusion:
Also: applying the lightning is super easy with the new VolumetricCloud using a Volume material. Just multiply your custom internal lighting value by your main density and plug the value into emissive.

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More from @ShaderBits

Jun 5, 2020
This thread has a breakdown of a simplified version of the fake fluid effect. Here it is just drawing a fluid profile (need to add a bumpboffset to actually draw the fluid surface cheaply next).
This is here only adding rotational forces. It's not super robust, just a quick way to get started. BP Image 1/2 Image
This is the 2/2 shot of the BP update. The strength value are just faded down. Overall wave strength fades to 0, directional (x,y mask) fades to 0.5 so if no dominant activity, waves are equal Image
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Mar 6, 2020
Some video capture of testing new #Niagara features with combining with Landmass Fluidsim and Raymarched.



#UnrealEngine
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Apr 6, 2018
The same channel packed free morphing technique used for 4D caustics works for distance field shadows. I touched on this near the end of the @FortniteGame optimization talk at GDC. Tweets with some details to follow.

First a silhouette is captured for each tree from 4 angles. Then each is converted to a signed distance field and each angle becomes one of RGBA channels. Then all the channel packed tree shadows get packed into an atlas. Image
Then the 'time of day' can be extracted using a simple dot product for almost free morphing, and shadows can change sharpness like any SDF shadows.
Read 4 tweets

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