WHAT
Senior Developer Relations Technical Artist will show us how to use displacement and tessellation in Materials as well as discuss implementing explosions! Another must see for the tech artists out there.
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
How would you go about creating a shader with displacement that can be displaced by other objects? Example, the player creating footprints in the snow/.
Will the explosion part also include how a similar effect like in the Infiltrator demo can be made? Otherwise, that would be my question: what is the process to render a fluid simulation in Max/Maya in slices, and bring that into Unreal as a (fake) volumetric effect? This doesn’t necessarily apply to explosions in my case, but other localized fluid effects (hint: it has something to do with my username ;)).