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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

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 🤔

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

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. 😏

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

Amazing

I think they used your plugin in the new hellblade 2

Is there a tutorial on tubular waves? Dude?

ur insane

Very interesting solution!!

nice work 🙂

