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    planet surface landmasses => RGBA texture => Blueprint and Material

    Originally posted by odd_enough View Post
    @cronos3k: Looks good! How did you create the planet surface (landmasses)?
    Hello odd_enough

    The source data for the material and blueprint is a single RGBA texture
    The Texture RGB contains the masks for Deserts Cities and Riverbeds.

    The Alpha canal contains a height map, this height map is analyzed in the material and utilized to build up the distribution masks for the textures and shading settings.

    I created the source texture in Photoshop and I did write a Planet height map creation filter in Filter Forge. But since it is just a simple map it can be crated in lots of different ways. It just has to scale from 0 to 256 and the water level and land distribution can be configured in real-time in the per instance blueprint settings like all parameters of the setup.

    Click image for larger version

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    I did also do some tests with generating the height map part with some random noise and filtering in materials and it did work ok but not as perfect since the amount of artist input has been limited this way to the control of parameters.

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      Working on... NOTHING AT ALL for five minutes, while celebrating the 200th revision on ClickerOps:

      Click image for larger version

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      ...OK, back to work.

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        Working on guided missiles using your eyes! It's the first test I'm doing with EyeX tracker we received yesterday.

        Click image for larger version

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        It's something you should see in motion, so here is a quick n dirty video:

        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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          Just some procedural level generation, the excess gray tiles were intentional left for visibility.
          from top left to bottom right
          cellular automata iteration 1, cellular automata iteration 4, Looping Maze, Maze with density,
          simple dungeon, template room dungeon, complex dungeon, city block,
          mold or fracture growth iteration 1,mold or fracture growth iteration 4, mirrored building horizontal (sides similar) , mirrored building horizontal (sides not similar), mirrored building horizontal and vertical (sides not similar)
          Attached Files
          Youtube
          Machine Learning C++ Plugin
          Lindenmayer System C++ Plugin

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            Was working on a little side-project this weekend. My goal is to make something that is a bit like the Star Fox 64 Multiplayer with a bit of my own spin. It's mostly just-for fun.



            If there is interest, I can share my Radial Blur Post Process effect, that I made for this in the Community Content, Tools and Tutorials section.

            Comment


              Originally posted by Tomura View Post
              Was working on a little side-project this weekend. My goal is to make something that is a bit like the Star Fox 64 Multiplayer with a bit of my own spin. It's mostly just-for fun.



              If there is interest, I can share my Radial Blur Post Process effect, that I made for this in the Community Content, Tools and Tutorials section.
              Definitely interested, game looks fun.

              Comment


                Procedural Planet in Space Blueprint

                This is a Procedural version of my Planet in Space Blueprint.



                All settings and changes are adjusted in the editor so this version can be used without the external editing of files. I am currently working on adding also the support for Procedural cities since they have been in the previous version placed by hand with a texture mask.

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                  Gravity Gun:





                  I just had the need to do something with physics. So I prototyped a little gravity gun.

                  Comment


                    Originally posted by DennyR View Post
                    Gravity Gun:

                    I just had the need to do something with physics. So I prototyped a little gravity gun.
                    I most certainly got a good chuckle when you made the guy sit on the bench...Great work...Looks fun..

                    Streams: www.Twitch.tv/BlinkTheory
                    Patreon: www.Patreon.com/BlinkTheory

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                      A DeathCam for those special, final moments:

                      Click image for larger version

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                        Tried some new features of the latest GitHub build, so cool to finally see specular highlights and SSR on translucent materials, oh and the foliage lighting model is awesome as well

                        ArtStation

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                          Fantastic Journeys
                          Attached Files
                          Last edited by Kaizwej; 01-19-2015, 09:33 AM.

                          Comment


                            Hi all...Let me know what you think. J

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                              Looks awesome

                              Comment


                                Originally posted by The_Distiller View Post
                                Tried some new features of the latest GitHub build, so cool to finally see specular highlights and SSR on translucent materials
                                Oh what???!!! Ok... time to download the new build! That looks great! Thanks for mentioning it
                                Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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