Hi. I am not the developer of FluidNinja Live, I just laid the foundations for the cloud and fog materials. :) This is not for a game, we are just having fun with these techs.
Do u think RTX tech is ready for games atm? I am guessing this will be implemented in next generation consoles although pc games will already have this.
I'm not a tech artist, but I love checking out this thread. The work you do directly inside the engine is fantastic. Baking and painting in UE4.......Wow! No .TGA support in your channel packer? :)
I did not watch the whole video - do you intend to use FluidNinja and especially this demonstration for a game? Or is it mere playing around at this point? Asking because this tech demo alone could probably inspire/spawn a few game mechanics. Anyway, cool experiment.
Differently colored areas shows different cascades intersecting the subject. The 2 boxes shows the sizes of the 2 cascades. All cascades are the same resolution, so this can be used to double/quadruple etc the view distance.Futher cascades will look more low res due to the spatial upscale while keeping the original…
Here is a list of current issues with ray tracing that I encountered during my experiments: Volumetric fog: - Volumetric fog isn't visible in any ray tracing pass. - Ray traced shadows aren't working with volumetric fog, so when you have ray tracing shadows on, and you have volumetric fog in the scene, the fog doesn't have…