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This one is tricky! - single static mesh per light - disabled depth test - ray-traced cone - ray marched scattering (5 samples + blue noise) - projected light texture - screen normals used for simulating fake refraction xD #UnrealEngine #techart #vfx

62,322 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля David Carrez
David Carrez2 лет назад

Is a similar method possible for direct sunlight diffusion? Would bring a lot of realism when the water is in the shadow. Maybe some kind of screen space sss might work, or particles 🤔

Фото профиля Krystian Komisarek
Krystian Komisarek2 лет назад

It might work. However, in the case of sunlight, I would try to implement the effect "right way" in the water shader :)

Фото профиля Money Glitch
Money Glitch2 лет назад

Beautiful. You could calculate the IOR for each points of the cone's mantle (16 would be enough), then distort the mantle's underwater part with it. It would be truly efficient, yet the light cone would dance underwater like a real one. 😏

Фото профиля Carlos J.
Carlos J.2 лет назад

I need this!! I’m making an underwater short film, and this would help a lot. Where to get it?

Фото профиля io🏄🏽‍♂️
io🏄🏽‍♂️2 лет назад

Amazing

Фото профиля Jonathan
Jonathan2 лет назад

I think they used your plugin in the new hellblade 2

Фото профиля Andreas Xirtus 📐
Andreas Xirtus 📐2 лет назад

Is there a tutorial on tubular waves? Dude?

Фото профиля EauCalme
EauCalme2 лет назад

ur insane

Фото профиля Khen
Khen2 лет назад

Very interesting solution!!

Фото профиля Pedro Martins
Pedro Martins2 лет назад

nice work 🙂

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