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Finally figured out Cloud Material Density Sampling by a compute shader directly. You have no idea how many hours I've put into this... 😂 But the benefits are crazy - you can fast async sample clouds for lightnings placement or for the general gameplay purposes.

16,851 Aufrufe • vor 1 Jahr •via X (Twitter)

6 Kommentare

Profilbild von Dmitry Karpukhin
Dmitry Karpukhinvor 1 Jahr

And this is how simple the example blueprint looks shown on the video. Big kudos to @SebHillaire and for some useful insights and code snippets!

Profilbild von Page to Pixel Publishing
Page to Pixel Publishingvor 1 Jahr

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

Profilbild von JohnnyBooooy
JohnnyBooooyvor 1 Jahr

That is pretty nice, good job

Profilbild von Tyler
Tylervor 1 Jahr

Enabling/disabling "fly through" post process (water on screen, etc), lightning placement, distant rain card placement through Niagara data channels, adjusting exposure of under clouds... So many possibilities 🤩

Profilbild von Elliott
Elliottvor 1 Jahr

Looks awesome! And, lightning, you say??

Profilbild von Dmitry Karpukhin
Dmitry Karpukhinvor 1 Jahr

Yeah, with this approach you can arbitrarily sample locations to get a "valid" cloud density to do some things. Simple and fast!

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