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
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:
Jun 5, 2020 • 9 tweets • 3 min read
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
Mar 6, 2020 • 4 tweets • 2 min read
Some video capture of testing new #Niagara features with combining with Landmass Fluidsim and Raymarched.
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.