My submission for the real-time waterfall challenge. Made using Houdini and Unreal Engine.
CliffsideFalls
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The UV’s of each stream are normalized along their length, and velocities are painted onto the geo to prepare flowmaps.
Each stream’s UV’s are packed into a single 3x3 tile to bake all (9) streams into a single asset with a single flowmap.
The lake surface gets exported with a map to control the intensity of turbulence, as it fades off from the stream collisions.
I setup a quick FLIP fluid sim, and rendered the animation out to a spritesheet. The spritesheets for splashes and mist were used with UE5 Niagara systems.
Lot of cool things you put together there! I’m a fan of the thinner broken up waterfalls. Its tricky to use some of those sprites because they need to be tuned after the lighting is done, but overall great sketch.
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