Рет қаралды 14,215
Hello friends! My latest experimentations have thrown me down a rabbit hole of Water Shaders in Unreal Engine! I've had a tonne of fun playing with refraction, world position offset, creating procedural foam, procedural water deformation and vertex paint options. These shaders and materials were made from scratch without the UE4 4.26 water system as a base as I heard it was still quite buggy and had cause some of my friend's engines to crash at times. If the internal system becomes more stable I might merge my system in the future!
I'm yet to add full interaction with the water, but some features I'd like to doodle with are - accurate surface ripples from moving actors using Render Targets and Custom Depth, large splashes/deforms using Blueprint events that measure the velocity and print a reeeally big deformation to the RT, skimming algae off the surface as you walk through it, as well as character affectation like wading/swimming on the surface.
I'm having a TONNE of fun working on this - if you'd like to see progress in real time, join our Discord or join me on Twitch!
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Discord - / discord
Patreon - / prismaticadev
Twitch - / prismaticadev
Twitter - / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)