Unreal 5 - Flow & Flood Map Calculation With HLSL

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  • Опубликовано: 2 ноя 2024

Комментарии • 9

  • @DamienRamirez
    @DamienRamirez 2 месяца назад +3

    Just a thought but if you used this on a generic Displacement it should in theory give you with some tuning a decent noise mask for landscape variation. Bit more work involved than just using it though, but food for thought.

  • @czguang7397
    @czguang7397 Месяц назад

    Nice video,I also working on a project based on similar solution, if you reconstrcut local normal and coordiates then calculating lower or higher surrounding pixel counts on that ,you can get more details.

  • @stefan.o
    @stefan.o 2 месяца назад

    So assuming you use terrain alpha brushes, would the shader be able to calculate the flow & flood map dynamically?

  • @kazioo2
    @kazioo2 2 месяца назад +1

    BTW, isn't Epic adding some terrain erosion algorithms to Unreal? I think they showed something recently.

    • @Native_Creation
      @Native_Creation 2 месяца назад

      yes, it's in the latest version I believe

    • @MrPangahas
      @MrPangahas Месяц назад

      @@Native_Creation Its is there,but it automatically crashes for me when choosing the terrain.From Twitter Chris Murphy replied that he might throw something soon.

  • @CGToonStudio
    @CGToonStudio Месяц назад

    Hi sir
    I'm working on a simple animation project in Unreal Engine 5.4. It's a 10-15 minute documentary-style video for RUclips in 1080p, featuring MetaHumans and city life scenes. I'm sourcing assets from
    Sketchfab and will do color grading in DaVinci
    Resolve 19.
    Since I'm not creating games, I'm focused on
    keeping Unreal's size small and optimizing
    performance for smoother viewport and faster rendering. Could you make a video covering all possible ways to optimize Unreal Engine for
    animation projects like mine? It would be incredibly
    helpful to learn how to manage MetaHumans,
    streamline rendering, and keep the project
    lightweight.
    Thanks so much in Advance.