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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

62,329 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von David Carrez
David Carrezvor 2 Jahren

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 🤔

Profilbild von Krystian Komisarek
Krystian Komisarekvor 2 Jahren

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

Profilbild von Money Glitch
Money Glitchvor 2 Jahren

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. 😏

Profilbild von Carlos J.
Carlos J.vor 2 Jahren

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

Profilbild von io🏄🏽‍♂️
io🏄🏽‍♂️vor 2 Jahren

Amazing

Profilbild von Jonathan
Jonathanvor 2 Jahren

I think they used your plugin in the new hellblade 2

Profilbild von Andreas Xirtus 📐
Andreas Xirtus 📐vor 2 Jahren

Is there a tutorial on tubular waves? Dude?

Profilbild von EauCalme
EauCalmevor 2 Jahren

ur insane

Profilbild von Khen
Khenvor 2 Jahren

Very interesting solution!!

Profilbild von Pedro Martins
Pedro Martinsvor 2 Jahren

nice work 🙂

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