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Foliage systems, Bending, Fire propagation, Trampling

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  • Foliage systems, Bending, Fire propagation, Trampling

    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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    Attached Files
    Last edited by Sander74; 02-01-2017, 08:32 AM.

  • replied
    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

    Leave a comment:


  • replied
    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 ?

    Leave a comment:


  • replied
    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


    [ATTACH=CONFIG]127271[/ATTACH]
    [ATTACH=CONFIG]127274[/ATTACH]
    [ATTACH=CONFIG]127277[/ATTACH]
    Great when it will upload this content to the market of unreal engine 4?

    Leave a comment:


  • replied
    I purchase it, great job, thanks a lot.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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 .

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Which UE4 versions are you supporting?

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Awesome! :O

    Does this work with speedtree made vegetation?

    Leave a comment:


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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    Fixed it, thanks
    zeOrb!

    Leave a comment:

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