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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 views • 2 years ago •via X (Twitter)

10 Comments

David Carrez's profile picture
David Carrez2 years ago

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 🤔

Krystian Komisarek's profile picture
Krystian Komisarek2 years ago

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

Money Glitch's profile picture
Money Glitch2 years ago

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. 😏

Carlos J.'s profile picture
Carlos J.2 years ago

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

io🏄🏽‍♂️'s profile picture
io🏄🏽‍♂️2 years ago

Amazing

Jonathan's profile picture
Jonathan2 years ago

I think they used your plugin in the new hellblade 2

Andreas Xirtus 📐's profile picture
Andreas Xirtus 📐2 years ago

Is there a tutorial on tubular waves? Dude?

EauCalme's profile picture
EauCalme2 years ago

ur insane

Khen's profile picture
Khen2 years ago

Very interesting solution!!

Pedro Martins's profile picture
Pedro Martins2 years ago

nice work 🙂

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