So I thought it would be cool to play around with the spline tool in unreal, seeying just how far I can push it.
Inspiration is this thing: Horizon Zero Dawn | Rivers and Cables | SideFX
First limitation I bumped into is that unreal terrain doesn’t allow editing in blueprint, so I have to edit the terrain myself to snuggly carress the created water surface.
I posted this on my sketchbook originaly, but since it fits nicely within this theme I’m moving it here.
So I managed to fix tons of bugs today, including most of the visual glitching in the turns.
Tomorrow I might work on shader a bit, maybe get some foam in there.
Yeah, it’s pretty much sampeling the distance field at different distances in the water, you know to create a bit of randomness. I don’t really like it tbh, I have quite abit of information about my river during creation, So I’m gona try and see if I can’t generate local 2d distance fields, should be quite a bit more optimized
I wonder how you did get the reflections so nice. Planar Reflections shouldn’t work since the river can have different hights, right? And local refections spheres don’t give me such nice details…
It’s just a combination of ssr and sphere reflection captures strategicaly placed around the level (near the river).
It doesn’t look pretty, but the normals distort the image enough to make it hard to see how accurate the reflection is.
I noticed, that I have to enabel SSR manually in my reflection settings in my material. Now it looks better. Using Sphere Reflections didn’t giving me a good result … maybe I placed them too high/low. Thanks for the replay!