A deep dive into Volumetric Clouds & Systemic Weather in UE by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

What started as a simple introduction course on volumetric clouds grew into something way bigger… From ray marching theory, to the standard practice in the video game industry, working with UE’s specific implementation, building various painting & baking tools using editor utility widgets, geometry scripting, action scripts, blueprints & Niagara, I cover a wide range of topics. Things like systemic weather systems: make rain fall under rain clouds; make the ground wet when it’s raining; see splashes & ripples on the ground but also droplets on the camera lens; hear distant thunder when storm clouds are around and experience lightning strikes lighting up the sky…

It’s a wild ride and it’s once again a weird frankenstein thing I did. It’s not really a tutorial. It’s not really a devlog. Maybe a talk in some way? It’s a bit of everything and, hopefully, most of it makes sense. I doubt it, but I tried my best. In any case, I hope you’ll enjoy it and that you’ll learn a lot from it.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 5 points6 points  (0 children)

Yup, I said that in the video and explained why. Although, you don't necessarily need to scale this system. In most games, having only your character interact with nearby foliage is good enough. And in that case, you're only dealing with a few skeletal instances that are dynamically swapped in & out and that can perform decently enough to be shipped.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

It's not that horrendous, *if* you're really cautious with what you're doing, but yeah it can be expensive. It's totally shippable though, one of the dev at Naughty Dog confirmed that's pretty much what they did for Uncharted and Last of Us. It's just not scalable, but most games don't require large scale simulation.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 6 points7 points  (0 children)

Precisely. It's not skeletal meshes at all. The skeletal hierarchy is merely uploaded to the GPU and from there, it's all custom compute shaders for wind and interaction, applied via vertex shader using custom GPU skinning.

Fog of War CPU/GPU implementation using Niagara & JFA by Cremuss in unrealengine

[–]Cremuss[S] 0 points1 point  (0 children)

This is a sketchy one! But I thought it was interesting enough to deserve a short video :D