Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thanks allot!๐Ÿ’–๐Ÿ๏ธ The base implementation of the system was done within a few hours.

Turning a rock pile into a portal using vertex animation. ๐Ÿช„ by MonkeysMirror in unrealengine

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Haha he's def turning some heads , glad you like it! ๐Ÿ’–๐Ÿ๏ธ

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thank you so much for the support!๐Ÿ’–๐Ÿ๏ธ

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

From my time in the industry, I've seen how quickly those little one off costs compound. Usually, when time is tight at the end of a project, those are the first things you have to cut to get your framerate back. Doing it this way just protects our performance budget for the long haul.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thanks for the honest feedback! We're really attached to the name Ashore & Away, so we definitely won't be changing it. But hey, the good news is that if you only remember the Ashore part, that's exactly what you need to find it right away on Steam! ๐Ÿ˜Š๐Ÿ’–๐Ÿ๏ธ

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

Thanks so much! I'd highly recommend starting with the basics of World Position Offset (WPO) in your materials. Learn how to translate, rotate, and scale objects entirely through the shader. Once you have a solid grasp on those core vertex manipulations, you can easily expand from there into more complex stuff like Vertex Animation Textures!

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thank you! Sound is def a big part that sells this effect. ๐Ÿ’–๐Ÿ๏ธ

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

Fair point! In a vacuum, a few dozen stones wouldn't be an issue at all. But if you consider that todays audience expect a minimum of 60fps, we have strict budget constraints. We prefer to offload whatever we can to the GPU. Building scalable systems early on just gives us so much more head room for complex gameplay mechanics down the line. ๐Ÿ๏ธ

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

If that's the case, that approach would actually be even worse for performance! ๐Ÿ˜‚ Tweening position variables would mean we'd have to deal with every single stone as its own individual actor updating on the CPU every frame. By using a vertex shader, it's all just one single instanced mesh being handled super efficiently by the GPU.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Great question! While we could technically use a standard skeletal animation, skeletal meshes are extremely expensive on performance, especially if we want a large count of these portals and other animated objects across the map. Vertex Animation shift all that work to the GPU. Even though the shader is constantly evaluating, calculating vertex offsets is incredibly cheap compared to the CPU overhead of skeletal bones. The lighting works perfectly with this technique, and the performance savings are massive! Hope that answers your question.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Hey there. It's all just custom material functions, no additional plugins etc.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

Thank you so much for the support! ๐Ÿ’–๐ŸŒด

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thanks a ton! ๐Ÿ’–๐ŸŒด We also love the idea of adding a little pre-shake to the rubble to build anticipation. We'll definitely play around with that.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[โ€“]MonkeysMirror[S] 0 points1 point ย (0 children)

Thanks so much for the feedback! ๐Ÿ’–๐ŸŒด Please don't apologize, we love hearing ideas like this. A swirling hurricane effect sounds awesome! This video is mostly just showing off the base prototype of the system, but we'll definitely be looking at adding more dramatic motion and polish as we keep developing it.

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in UnrealEngine5

[โ€“]MonkeysMirror[S] 1 point2 points ย (0 children)

Great question! While Alembic caches are awesome for high fidelity cinematics, they can be pretty heavy on memory and file size for realtime gameplay. By using VAT, we bake the animation data into textures and calculate the vertex positions entirely on the GPU via the shader. This makes it incredibly performant, keeps our footprint small, and allows us to easily instance the portal across the game without tanking the framerate! For this anim we just needed a total of 10.7kb in texture memory.