[WIP] Spellgazer Water Toolkit - Flowmap Painting

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  • Опубликовано: 17 окт 2024
  • Continuation of my flowmap tool. If you follow me on linkedin or wherever else you might have already seen most of this.
    there's a few component at play here :
    The watermap, which is at any given moment either a texture render target or regular texture, containing "water data" (RG channels are for flow direction, B channel is for foam).
    The watermap subsystem, an editor only singleton containing logic for editing the watermap (creating the render target & setting it on materials, painting flow or foam on it, baking it).
    The watermap painter scriptable tool, which is the actual in editor brush tool that users can change the parameter on and paint in-level with, and it just calls functions on the watermap subsystem.
    The watermap actor, which just contains references to the current baked watermap, all materials that should be affected, the resolution the flowmap should be at, and the area of the world it covers. this could be replaced with a data asset which would probably reduce the possibilities of someone doing things with the actor they're not supposed to, but would take extra tooling to manipulate its properties in-editor.
    I have ideas for additional features but I'm probably not gonna do very much with it from now on as I have a bunch of other stuff to do on Spellgazer right now. would love to have the time to come back to it to add some real time features like foam sim, buoyancy on physics actor, etc.
    Music used is Distant Horizon from the skyrim soundtrack.

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