Watched the GDC talk from John Edwards on sand rendering in Journey & took a stab at implementing a sparkle effect in #UE4 (short thread)
Needed a sparkly normal map to compare against the camera vector, here's how I built one in Substance:
And here's how I sampled it in a surface material. Note that this plugs into emissive & as a result isn't physically correct. Also to get nice pronounced sparkles, I had to switch from Temporal AA to FXAA & boost the bloom in my scene.
End of thread! This was a fun exercise! Thanks to John Edwards (who doesn't appear to have a Twitter) & @thatgamecompany for bringing such lovely art to the game development world!
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