I like that you went the extra mile to make a scriptable tool for the system to make it nicer to use and more user friendly!
@draftspace5 ай бұрын
fantastic work! thank you very much for sharing not only workflows and specific techniques, but also an incredibly practical way of thinking
@ghislaingirardot5 ай бұрын
Thanks!
@redtroll806 ай бұрын
Wow this channel is gold. Imagine epic hiring this guy to make tutorials..
@Emi-ok3ec6 ай бұрын
Genius as always!
@curiouspers6 ай бұрын
This is awesome!
@enixious6 ай бұрын
for the splashes; why did you choose to prebake the splash locations instead of relying on physics for the falling particles + DF collision, and then using the SpawnFromOtherEmitter module to spawn splashes? Did you notice a big performance cost when going the "easy way"?
@ghislaingirardot6 ай бұрын
No reasons. Just showcasing different ways to do things. Pick the solution you prefer. DF sampling has a cost, but it's probably not measurable for a few dozens particles
@ghislaingirardot6 ай бұрын
DF sampling is also not as reliable as prebaked positions from complex line traced for reasons I explained (poor DF resolution, DF samples the ceiling surface at first so you need to reject false positive). It's just two different ways of doing things and pros & cons are not just about performance here. Plus, got to think outside the box and see what kind of things you could do with prebaked data. Water drips isn't the most exciting choice.
@username94266 ай бұрын
Cool!
@enixious6 ай бұрын
nooice! Not sure if you have covered it, but if you place the system in the world and rely on Global Distance fields, then the system won't inti properly if the player camera is to far away. Since global distance fields only works at a certain distance from the camera?
@ghislaingirardot6 ай бұрын
yup, that's another limitation with DF and the pros of prebaking data. DF is view dependent and breaks at a distance. I don't think I mentionned it in the video though, I should have.