Ryan Brucks Profile picture
Technical Art Fellow, Epic Games
Aug 19, 2020 5 tweets 3 min read
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:
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 Image
Mar 6, 2020 4 tweets 2 min read
Some video capture of testing new #Niagara features with combining with Landmass Fluidsim and Raymarched.



#UnrealEngine
Apr 6, 2018 4 tweets 2 min read
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