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Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim.
I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc).
Be sure to stop by!
#UnrealEngine #GameDev
Ryan Brucks retweeted
Wheeeeeee, I had so much fun working with clouds on this. Learned some new tricks, as usual, from @ShaderBits
They came without warning, their intentions were unclear. But what’s clear now is that a war has come to the Island.
Fight back the Aliens in #FortniteInvasion
Fortnite Chapter 2 - Season 7: Invasion Trailer
My buddy Alan's band Stone Whiskey made some videos. Check em out!
youtube.com/watch?v=2IPkW-sR…
Ryan Brucks retweeted
The Unreal and Unity april fool jokes is unintentionally the best comparison of the engines ever made.
xitter.cf/UnrealEngine/status/13…
VS
xitter.cf/unity3d/status/1377620…
We’re so excited to introduce our newest feature, the Pettable Dog Object! Just a few clicks and you can have the ULTIMUTT-good-boi 🐶 🦴
@CanYouPetTheDog? Yes.
Ryan Brucks retweeted
According to sources, VISA requires 149 KWH of energy to perform 100,000 transactions on its global settlement network. The Lightning Network is over 1 million times more energy-efficient than this outdated network. If you are still using VISA I guess that you love wasting energy
That Heather looks amazing. I love some hyper detailed ground cover.
Good #foliagefriday 💚
Here are some high resolutions foliage assets I made for #AssassinsCreedValhalla 🌿
All the species are historically accurate and doing historical research was really fun 😊
#gameart #speedtree #ubisoftmontreal #AssassinsCreed #foliage #3dmodeling #3dart
Wow this is so cool! This was the first game I ever got to work on (not counting ut2004 which was just one level). We had a lot of fun making this back then.
Minor correction for stream yesterday:
SingleLayerWater does not yet have any RTX specific evaluation for the water itself, but RTX can replace the Screen Space reflections on top of the water. You can see that in this @FortniteGame #RTX trailer here.
youtube.com/watch?v=AS_3gm2S…
Ryan Brucks retweeted
FullBody IK solver is available in 4.26(currently preview). I worked hard on this one. So excited to see it out. It's skeleton agnostic. Will add more gifs of my awesome test assets from UE Marketplace.
Love tech art and want to come work with us on exciting games or tech demos? We are looking for folks, check out the job page for more specifics.
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Another quick preview of the Caustics Generator in #UE4 .26. You can adjust the caustics+waves live then render a subUV. now #YouTube
They are affected by the sun angle. Detail to follow tomorrow at the #UnrealEngine #twitchtv stream
@2pm
youtube.com/watch?v=xRXdMnRW…
#gamedev
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim.
I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc).
Be sure to stop by!
#UnrealEngine #GameDev
Another quick preview of the Caustics Generator in #UE4 .26. Can can adjust the caustics and waves live and then render a subUV after previewing.
They are affected by the sun angle. Detail to follow tomorrow at the #UnrealEngine #twitchtv stream @2pm.
#gamedev #realtimeVFX
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim.
I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc).
Be sure to stop by!
#UnrealEngine #GameDev
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26
#UE4 #realtimevfx #cloudscape
The internal lightning is another Voronoi volume texture. Its not shadowed or anything, but it's masked using the cloud detail volume texture. You can see when I turn the detail off on the cloud itself, the lightning still has the pattern which gives a scattering illusion:
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here):
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26.
Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use.
Curve DF:
I had a blast playing with clouds for the #UE5 #PS5 demo alongside @SebHillaire. Slipped some goodies into 4.26 such as a Flowmaps-3D function, shown here with Paintable Clouds/Flowmaps; shapes are from Curves; can paint thunderstorms!
youtu.be/R7jhuzKiAvE
#UnrealEngine #UE4















