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.
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.
UE4 IMPOSTOR rotation variance
For my Goldshire Cliffs environment I decided I wanted to fake the background islands by using 3D impostors. But as I began placing each actor, I got tired of having to set the rotation offset for each material instance. So, using the same object position variance setup I used in my procedural arcade, I was able to generate a random 0 to 1 value based on the impostor's world position and use that to determine a random "rotation" for my impostor actor.
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