Virtual Reality Liquid SIMULATION
Here's a VR project I have been working on for school where I used Nvidia's FleX particle library in order to simulate accurate liquid physics and soft body effects. Below are some examples taken from a prototype I put together.
Vertex Animated Destructables
I spend a lot of my spare time in Houdini, learning the pipeline and finding applications in my own work. One of the earliest demonstrations I have of this is a destruction simulation that I exported as a texture. All of the vertex animation and normal information is stored in a single texture (which you can see on the right). The mesh that shatters (on the left) is a static mesh with nothing but a material applied.
PARTICLE PHYSICS EXPERIMENTS
I have been working on some personal projects involving physics simulation and deformation, so I have been experimenting with different physics simulation libraries. The most successful so far has been Nivida’s FleX, which allows for super seamless soft body physics simulation. Below are some early experiments using sphere primitives.
UE4 DYNAMIC FOLIAGE TOOL
I put this tool together to add interactivity to my foliage. I put together a function that takes the foliage that you paint in using Unreal Engine’s foliage brush and swaps in interactive physics objects in a radius around you. It works on a radial line trace, so any foliage within a certain range of the player character can be interacted with. Once the character moves, the dynamic foliage is returned back to its static state. This way you can have thousands of foliage actors without any slowdown.