I started one over at the RTVFX forums, figured i'd start one here too for all my doodlings, crits are welcome, but I'm mostly just going to journalize this
Anyway, to start off, I've been reworking my Rainy Surface Material Function in UE4,
That's really nice. Any way you could make it take the angle of the surface into account and have it be a stream at angles? I noticed the far wall is also being rained on
fantastic stuff, would love to see any breakdowns on anything you've shown. especially the fur and rain
Thanks man, you'll find breakdowns for most of my stuff in the Tech Art Section of my website https://deepspacebanana.github.io/deepspacebanana.github.io/blog/ , I try to update this with my newer stuff whenever time permits, the fur was a spur of the moment experiment, I'll need to go back and work on it before I can make a breakdown.
These are some old experiments iI had done with Vertex Deformation in UE4, the idea was to try and use it for something like procedural impact craters etc, it's not really feasible because of dense geo/lighting errors, but was a fun little experiment.
Also, this is what spawned the wormhole shader. This is what it looked like early on when I was just toying around with ideas
Someone had posted a video showing some of the work behind Horizon Zero Dawn's hologram/ glitch shaders, so I spent a little time today making these glitches, i have a bunch more ideas in my head I wanna try out.
About two years ago, when I was in college I remember watching a GDC demo by one of the Tech Artists from Naughty Dog, showing off this really cool interactive foliage shader, at the time my brain couldn't even begin to Comprehend how something like that could be made.
Yesterday, I spent about an hour cooking up a simpler version of that shader.
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD
Of course, right now the "turbulance" is being driven by a random value generated from a linear time value, all you'd need to do is replace that with a scalar value animated on a timeline or a curve, or whatever you want to use to drive the turbulance.
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD
Of course, right now the "turbulance" is being driven by a random value generated from a linear time value, all you'd need to do is replace that with a scalar value animated on a timeline or a curve, or whatever you want to use to drive the turbulance.
loving the transition on the character. Did ya consider / try hooking up a light to the character position to help with the glow effect and the shadow of the character
loving the transition on the character. Did ya consider / try hooking up a light to the character position to help with the glow effect and the shadow of the character
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Random idea I had for a POM fur shader, should go back to this one at some point
Well done man ! Quite crazy stuff in here
Also, this is what spawned the wormhole shader. This is what it looked like early on when I was just toying around with ideas
Yesterday, I spent about an hour cooking up a simpler version of that shader.
Hey man, awesome stuff, would love to see more breakdown on your website!!!! ))
I've added another breakdown, it's a star wars inspired Hologram Shader and BP System, you can find it here
same function different use case with a different noise pattern.
hmm...Something to consider I suppose