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Foliage systems, Bending, Fire propagation, Trampling

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    #16
    Fixed it, thanks
    zeOrb!

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      #17
      Originally posted by Sander74 View Post
      Fixed it, thanks
      zeOrb!
      No problems, cool system by the way!
      Trampling is even better than in Uncharted 4
      SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
      Level design and prototyping for newbies

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        #18
        Originally posted by zeOrb View Post
        No problems, cool system by the way!
        Trampling is even better than in Uncharted 4
        hehe thanks

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          #19
          Awesome! :O

          Does this work with speedtree made vegetation?

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            #20
            Originally posted by ElectroAU View Post
            Awesome! :O

            Does this work with speedtree made vegetation?
            speed trees are rigged right? if you are able to make it a physics asset, then yes

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              #21
              Which UE4 versions are you supporting?

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                #22
                Hi, good work Sander...
                the project is a blueprint "Bp_Fire_grid_manager" I did not understand what is, can you help me?

                For the propagation of the fire you've entered a blueprint "Bp_Fire_voxel" to avoid putting several of BP get a propagation effect, is not convenient to create a grid that detects collisions object and propagates throughout the greatness?
                I hope I was clear with my bad English...

                Tk

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                  #23
                  Originally posted by Sicco0803 View Post
                  Which UE4 versions are you supporting?
                  i think it might be 4.14+ let me check when i get back home

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                    #24
                    Originally posted by visualnotte View Post
                    Hi, good work Sander...
                    the project is a blueprint "Bp_Fire_grid_manager" I did not understand what is, can you help me?

                    For the propagation of the fire you've entered a blueprint "Bp_Fire_voxel" to avoid putting several of BP get a propagation effect, is not convenient to create a grid that detects collisions object and propagates throughout the greatness?
                    I hope I was clear with my bad English...

                    Tk
                    Wel as mentionned in the user manual it was a wip, i mainly wanted to try and generate the voxels, short term it's better to place them manually (that's why i did it like that). I left the bp in there for people that want to try and build further on it .

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                      #25
                      Purchased this - nice work! You did a great job, actually, I'm surprised. It's not that often we see some quality come out of the marketplace (or forums). I mean, generally, its a copy/paste and hack job that cant be added, or, breaks everything when attempting to add. Some really bad methods used in the marketplace ...

                      i digress ...

                      you did a fantastic job!
                      Founder and CEO of Angry Penguin Studio, LLC
                      Dallas, TX USA
                      https://www.facebook.com/AngryPenguinStudios

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                        #26
                        I purchase it, great job, thanks a lot.

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                          #27
                          Originally posted by Sander74 View Post
                          Hi guys,

                          I always thought that foliage in most games could use some love.
                          I found out that there weren't that manny foliage bending examples out there, most seem to resort to Shaders,
                          which does not look good on larger foliage types.

                          get the project files here: https://gum.co/UByh
                          get the project process paper here: https://drive.google.com/file/d/0B_1...pfWEtyTHM/view


                          Based on jonas Molgaards tutorials and jean-Francois Levesque's paper i managed to create a set of folliage systems.

                          Includes:
                          - physical Foliage bending (spawning and despawning physics actors)
                          - reaction like forces and impulses (explosions)
                          - A vertex shader to add more floatyness to the leaves
                          - Fire propagation
                          - Foliage trampling by heavy objects

                          Currently i'm working to release the project files along with a paper on how my thought process was along the way via gumroad.
                          If there are any questions, feedback,... please post it below!

                          artstation: https://www.artstation.com/artwork/6z0zW


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                          Great when it will upload this content to the market of unreal engine 4?

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                            #28
                            Two things ...
                            Can I update my existing foliage in my level without "updating them" - without deleting and placing foliage with unreal tools again
                            And
                            Can I easily add damage and dismemberment when grenade explode near foliage ?

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                              #29
                              hello! i bought this on gumroad but it has compilation errors, it doesn't work. can you fix it or issue a refund?
                              the bad blueprints are: bp_banana_burned and bp_fern_burned

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