Friday, December 1, 2023
HomeVisual EffectsWijobu: Sketch #49 - Cliffside Falls

Wijobu: Sketch #49 – Cliffside Falls


My submission for the real-time waterfall problem. Made utilizing Houdini and Unreal Engine.
CliffsideFalls




2 Likes

Began by assembling a number of Megascans property in UE5.

Merged and downres’d the ends in Houdini.

I used curves to attract every water stream, and swept some geometry over every curve.

The UV’s of every stream are normalized alongside their size, and velocities are painted onto the geo to organize flowmaps.

Every stream’s UV’s are packed right into a single 3×3 tile to bake all (9) streams right into a single asset with a single flowmap.

The lake floor will get exported with a map to manage the depth of turbulence, because it fades off from the stream collisions.

I setup a fast FLIP fluid sim, and rendered the animation out to a spritesheet. The spritesheets for splashes and mist had been used with UE5 Niagara methods.

Refractive foamy water shader.

Virtually forgot! I made a really fast, very fundamental little procedural bridge software.

Lot of cool stuff you put collectively there! I’m a fan of the thinner damaged up waterfalls. Its tough to make use of a few of these sprites as a result of they should be tuned after the lighting is finished, however general nice sketch.



1 Like

I stay up for seeing these graphics after they’re launched for the Sega Dreamcast.

RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Most Popular

Recent Comments