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Furkan Doğan built a real-time ivy simulation in Unreal Engine using Niagara, with vines growing, branching, and spreading across surfaces. 🌿 See the breakdown: #unrealengime
99,021 Aufrufe • vor 5 Monaten •via X (Twitter)
12 Kommentare

That ivy simulation is beautiful! The procedural growth logic is brilliant. Makes me want to try printing some organic shapes. 🌿

bad ass

Maybe a silly q: are your books on Godot shaders useful for other engines too?

Godot is based on OpenGL, so yeah, it should work! 😄

How did you know I needed just that?!

is this performant for in game usage? I would like to have something more dense, but performance is an issue in my implementations

Hey! This is great. I’m currently working on game that will use this!

Amazing! 👊

nice

one of the best bts breakdowns on an effect ive seen. Incredible work!

A very impressive effect! I’m really curious how the ribbon follows the head particles in GPU particles.

like this! May I ask whether HDA was used here, or was it done solely with UE operations?
