this technique to render realistic smoke / cloud super FAST is not as well known as I thought so here we go
(a thread)
#UE4 #gamedev #techart #vfx #realtimevfx
we know the smoke / cloud simulation must come from *somewhere*, like Blender or Houdini simulation. when we make a flipbook, the most traditional way is to BURN EVERYTHING we see as end result on the sheet. but that feels a little dry doesn& #39;t it
one way to get more gold outta the simulation: bake out the normal. although normal doesn& #39;t work well with volumetric rendering, you can do it if you want and it does add some details to the result (example from Houdini)
another awesome trick I learned from Mederic Chasse:
https://realtimevfx.com/t/smoke-lighting-and-texture-re-usability-in-skull-bones/5339
is">https://realtimevfx.com/t/smoke-l... to bake out the actual light scattering, from different directions
actually that thread is so great! I learned a shit ton from him. but I can& #39;t seem to find his twitter after some digging :\
you can do this with relative ease in Houdini, there is a SideFX Labs node for it

the (simplified) material looks like this. pretty neat huh? note I only baked out 4 Directions and did approximations for front&back. we *sometimes* need to think about video memory (hate it)
you can even dig into the materials of the new #UE4 SkyAtmosphere system, then copy/paste material nodes to append even more comprehensive realtime light behavior to it.
I gave it a little try tonight and it was insane. this is a SPRITE
another juicy data to extract from the simulation - temperature
in Unreal you can easily use the Curve Atlas feature to define multiple color curves. so once you get the temperature out (on a texture). you can read that data in the material (as X axis) and map it to color value (Y axis), which is HDR, aka bloom for days
that& #39;s a wrap I think. I& #39;m gonna pass out soon but if you guys have any question feel free to leave a comment! there are no stupid questions only stupid shader compiling times
btw this is interesting too:
https://www.sidefx.com/tutorials/create-motion-vectors-for-time-warping-image-sequences/
allows">https://www.sidefx.com/tutorials... you to have better image quality and / or smoother transition. although there are tradeoffs (more textures & pixel shader complexity). thought I should mention.
also consider giving @JangaFX EmberGen a try if you are interested in fluid sim. it& #39;s super fast and easy to learn.
I& #39;m not sure how easy it is to implement the approach we talked about here but look at how gorgeous the result is, and it& #39;s realtimehttps://abs.twimg.com/emoji/v2/... draggable="false" alt="😍" title="LĂ€chelndes Gesicht mit herzförmigen Augen" aria-label="Emoji: LĂ€chelndes Gesicht mit herzförmigen Augen"> https://twitter.com/JangaFX/status/1279102419998257153?s=19">https://twitter.com/JangaFX/s...
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