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Automatic River Flowmap Blueprint/material

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    [GAUGING INTEREST] Automatic River Flowmap Blueprint/material

    Hi all

    I'm planning to wrap this asset up and submit it to the marketplace but thought I'd post to see if it's something that would be useful to everyone here. I don't see too many water solutions available so want to remedy that.

    Here is a quick demo video of it in action. Along with the asset would be a tutorial video showing how to use it and how to make changes if so desired.

    https://youtu.be/GmYx1NYdqPg

    It is dependent on distance fields so would be a PC/Mac asset only (ue4 enabled it for Mac thank goodness!

    But the upside to that is that the water responds to anything that is part of the global distance field including the landscape and static meshes.

    Please leave feedback and any feature requests here and I'll try and roll them into the release if and when that happens (I'm targeting 4.15).

    Thanks
    Dan
    Visual Effects Artist, Weta Digital, Wellington New Zealand
    BLOG www.danielelliott.co.uk
    @danielelliott3d https://twitter.com/danielelliott3d
    Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
    2015 Showreel: https://vimeo.com/116917817

    #2
    Yes I Would buy it

    Comment


      #3
      It looks great, if you add the waterfall to the system, I definitely get it.

      Comment


        #4
        Ah this is great, I would be interested in it. Do you have a potential price?
        Stylized Low Poly Environment
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          #5
          Cool thanks guys

          I've had other people request a waterfall to be added. I should be able to work that into the system. Also someone wanted the ability to paint areas to mask out some of the current to prevent it looking like water was appearing from nowhere which I need to look into.

          I had a look at other water systems and materials on the marketplace and they all were all around $40. Since this would be my first asset, I might put it up at $35 and see how it goes. I'm open to suggestions!

          Cheers
          Dan
          Visual Effects Artist, Weta Digital, Wellington New Zealand
          BLOG www.danielelliott.co.uk
          @danielelliott3d https://twitter.com/danielelliott3d
          Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
          2015 Showreel: https://vimeo.com/116917817

          Comment


            #6
            Looks brilliant mate, I'd definitely buy this.

            Comment


              #7
              Yes, I'd be interested in something like this.
              [Need game models?] [My latest Drone.]

              [My UE4 Marketplace]

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                #8
                This looks great!
                @Brian__May

                Comment


                  #9
                  Amazing stuff. Is it going to work on mobile ?

                  Comment


                    #10
                    I like it. If I were to place an object (raft, cube, person_actor, etc.) will it have buoyancy with proper physics or will it sink? The reason I ask is: I just finished the rough draft of game progression design. It will use a river, a raft (or some type of wooden boat). The river at first will be very calm, then the middle will be rather rough, the end an ocean.

                    Comment


                      #11
                      Originally posted by motorsep View Post
                      Amazing stuff. Is it going to work on mobile ?
                      It requires distance fields which don't work on mobile unfortunately.
                      Visual Effects Artist, Weta Digital, Wellington New Zealand
                      BLOG www.danielelliott.co.uk
                      @danielelliott3d https://twitter.com/danielelliott3d
                      Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                      2015 Showreel: https://vimeo.com/116917817

                      Comment


                        #12
                        Originally posted by Chas2002 View Post
                        I like it. If I were to place an object (raft, cube, person_actor, etc.) will it have buoyancy with proper physics or will it sink? The reason I ask is: I just finished the rough draft of game progression design. It will use a river, a raft (or some type of wooden boat). The river at first will be very calm, then the middle will be rather rough, the end an ocean.
                        There is no buoyancy system in there. It could be something I add in the future. It it designed at the moment as an artist placement tool and Material that responds to the environment. The good thing is that the mesh is there to do tracing against which could be used in a buoyancy system. The hard part would be if the material is used to do big swelling waves then the shader/texture is not able to be used from the physics system. This means that currently, a relatively flat river could be done but more complicated waves wouldn't really work.
                        Visual Effects Artist, Weta Digital, Wellington New Zealand
                        BLOG www.danielelliott.co.uk
                        @danielelliott3d https://twitter.com/danielelliott3d
                        Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                        2015 Showreel: https://vimeo.com/116917817

                        Comment


                          #13
                          One question - Can we branch rivers?

                          Just curious

                          Comment


                            #14
                            Originally posted by HeadClot View Post
                            One question - Can we branch rivers?

                            Just curious
                            This is a similar problem to the road spline problem of joining up things. Since each spline would be a separate mesh, then they wouldn't really blend nicely. The UVs of the mesh are involved with the material also so having two meshes on top top each other would look a little bit messy Its an interesting problem though and one I want to look into with the procedural mesh component to create branching sections.
                            Visual Effects Artist, Weta Digital, Wellington New Zealand
                            BLOG www.danielelliott.co.uk
                            @danielelliott3d https://twitter.com/danielelliott3d
                            Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                            2015 Showreel: https://vimeo.com/116917817

                            Comment


                              #15
                              Originally posted by dokipen View Post
                              This is a similar problem to the road spline problem of joining up things. Since each spline would be a separate mesh, then they wouldn't really blend nicely. The UVs of the mesh are involved with the material also so having two meshes on top top each other would look a little bit messy Its an interesting problem though and one I want to look into with the procedural mesh component to create branching sections.
                              Alright interesting and thanks for the reply

                              Comment

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