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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 次观看 • 2 年前 •via X (Twitter)

10 条评论

David Carrez 的头像
David Carrez2 年前

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 的头像
Krystian Komisarek2 年前

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

Money Glitch 的头像
Money Glitch2 年前

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. 的头像
Carlos J.2 年前

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

io🏄🏽‍♂️ 的头像
io🏄🏽‍♂️2 年前

Amazing

Jonathan 的头像
Jonathan2 年前

I think they used your plugin in the new hellblade 2

Andreas Xirtus 📐 的头像
Andreas Xirtus 📐2 年前

Is there a tutorial on tubular waves? Dude?

EauCalme 的头像
EauCalme2 年前

ur insane

Khen 的头像
Khen2 年前

Very interesting solution!!

Pedro Martins 的头像
Pedro Martins2 年前

nice work 🙂

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