DeepSpaceBanana's Sketchbook

techart
shaders

#159

We’ve used this trick a couple times over the years since Jon first wrote the pivot painter script, one thing to play with that’s fun is to use a few cross products to make the rotation axis orthogonal to the impact point so they tumble “away” from the center point of impact, then you can use a random vector to inject randomness into that so they aren’t all perfect.

You can use that same trick to make “impact craters” where the pieces all crumble inward from an impact location as opposed to randomly jumble.

2018-10-31_11-43-09

Related to Houdini, you can use extract centroid aftter your connectivity sop and it autogenerates your pivots for you, and inherits the name attribute, which runs right into the pivot painter. A little easier…


#160

Aah, clever, I hadn’t thought about that!


#161

Really late to this party but, started playing around with render Targets in UE4 recently, some interactive snow type thingy.


#162

“…I don’t feel so good…”


#164

Thanks for your suggestions! I’ve been having a lot of fun with this this morning

pivot_shrunk

tileflip_shrunk


#165

Nice! Lots of cool things we could potentially do with Pivot Painter.


#166

Trying to recreate the tesla tube thingy I saw at Madam Tussauds. Procedural Shader No textures, still don’t have the nice arcing you see in the video reference as well as the random sparking. Link to tweet with Video reference https://twitter.com/DeepSpaceBanana/status/1109131871776997378


#167

Something I’ve been experimenting with for my MA Project, Analytic Simulated Shaders with distance fields for Interactive Ambient weather effects (Blowing leaves etc).i.e the sprites are not particles but a single staticmesh Based on @ ShaderBits talk from GDC.


#168

how to make blueprint location based material…


#169

@DeepSpaceBanana explains this in his black hole breakdown. Check his website


#170

What @colbaltblue said, you feed location data into your shader using Blueprints, either using an MPC or a MID. I have many examples of this on my website.


#171

Starting to put together some Post FX to go with my Weather System, Made this wet screen effect last night. Fully parameterized to control speed, no of drips etc, and some condensation.

Rain effect using analytic shaders (bugged sprite rotation at the end was me trying to get the sprites to conform to the global wind turbulance the weather system uses, trying to create proper whipping effect of rain when it’s windy)

The staticmesh used for the effect, it’s a stack of 200 cards.


I have never used houdini but i would like to know how to achieve this affect in ue4
#172

really cool rain vfx! <3


#173

Looks great :open_mouth: Just out of curiosity, how did you do the on-screen falling drips? Is it a texture with 1 long drip or multiple? And how did you combinate them?


#174

Wow, it’s a magic :open_mouth:


#175

The texture for the drips looks like this.

I have it panning downward, with UVs being distorted by 2 sets of Perlin Noise.

The first one is a high-frequency Perlin, that creates some squigliness to the drips themselves.

The second one is lower frequency and distorts the path of the drips as they pan down.

And I basically have 2 sets of these panning down at different speeds that are added together.

You could totally do this with one long drip by making use of Texture Bombing to splatter them across the screen as well, but this is just how I chose to do it.

Hope that explains it :slight_smile:


#176

Great! Thanks I thought for one second you were ‘randomly’ splatting 1 texture


#177

Starting to put together a Dynamic Skybox to go with my Weather System, Need to get some better cloud patterns and some Fake HDR, and tie it together in a BP with Fog and Post Processing.

Time of Day

Cloud Parameters etc


#178

So cool, as always. Love this thread


#179

Thank you! I appreciate the kind words :slight_smile: Hopefully I’ll have more time to make blog posts once I’m done with school.