Hi guys !
I was wondering if any of you knew what is the tech or the method used to deform the snow in the Ski game Steep by Ubi ; or if any of you had any input about how to do it ?
I've already looked for the Batman Arkham Origins Method [
GDC Vault Presentation], and searched for an adapted way to do it in Unreal Engine 4. I found
this guy post on ArtStation :
Dynmanic Snow deformation in UE4, but this method is limited to plane surface.
So I was wondering if any of you guys had any idea on how to create deformable snow in UE4, like in Steep.
EDIT#1: Or if any one had any idea on how to adapt Sean Puller's method in order to get it working on any surface (not only plane)
Thanks all, and sorry for the english (I'm French)
Replies
Have a look at this video for the basics :
I don't know if this is exactly what you're looking for as I never saw or played Steep, but should be ONE solution to the problem?
Using this technique I made a blueprint that can replace any staticmesh or landscape to support this kind of deformation:
@Froyok I'll defintly look at this !
@marks If you find a link, I'm taking it !
Thanks all for your quick answers !
The drawback is that EACH object you want deformable needs a separate black/white texture with probably 128x128 up to 1024x1024 resolution depending on the size of the object.
So for a massive landscape I don't think it's viable unless you come up with a clever solution. Such as using chunks and unloading the textures or something. So this technique is probably most suitable for smaller areas of deep snow, and not an entire gameworld.
Any input on how you made it, please pretty please ?
Thanks !
It does require a basic knowledge of materials and blueprint to get it up and running! So get to it!
If you need help with it show what you've got when you've tried some different approaches and we can see what's up!
The deformation itself is done in the vertex shader of the snow mesh. You sample the render target texture in there and then move the snow vertices down from their original position based on the colour that you sampled (the same colour that you're using to define steps on the render target).
You can then do some things like fading the render target back to its "neutral" colour with time, so the oldest snow steps raise back again.
If I've made some progress, and I want to show what i got and ask for help, should I start a thread in the UE forum ?
Because it's not really related to do it here, so I was wondering...
Anyway, I'm posting it here :
For the moment, I'm trying to reproduce the method used for the first part of the video @Jakob Gavelli linked, but in the same time trying to adapt it in order to make it work with the feet of my character... I think I'm close, but it appears that either I'm badly doing my LineTrace, or it is bugged. The black plane is the plane where the magic is supposed to happen. (See screenshot).
The trace is working great on a "normal" plane, but when I walk on the Blueprint plane (like I said, for the moment I'm following the vid), the trace suddenly does not work correctly anymore.
Any advices ?
Thanks all for your input !
PS: @marks Yeah I know google, just thought you could have saved it...
EDIT#01: In other words, when walking on the black plane, it is supposed to displace geometry, on the location of the LineTrace. But the linetrace is not working properly, so I don't know if the deformation system works or not.
The "LeftFootArrow" node coresspond to the red arrow under the left feet in Character Viewport. (The red arrow are used for my footprint system)