언리얼4 - 리퀴드 이로이젼(침식) 효과



언리얼4 - 리퀴드 이로이젼(침식) 효과

금별 0 2,642 2020.03.12 18:36

 

Liquid Erosion

 

 

I'm using Blenders "Dynamic Paint Canvas" to capture a liquid getting splashed on a surface over time resulting in an image sequence of "wet maps". To combine them into one image (adding then on top of eachother) I wrote a Python Script which generates an "erosion map". With a simple SmoothStep-Material, this map can be used to fade the liquid in/out nicely.

My python script: https://www.dropbox.com/s/x35wuxxtl7epesk/createErosionTexture.py?dl=0

Base-Idea described in this Sea of Thieves Talk: https://youtu.be/KxnFr5ugAHs?t=658

I was inspired by a FLIP Fluid Tutorial: https://youtu.be/GYGNoTmZSN0

How to setup an erosion material: https://realtimevfx.com/t/what-is-your-alpha-opacity-mask-clip-erode-animation-workflow-like/7705/15?u=simonschreibt

Quickly render Normal Map from Blender: https://youtu.be/h24akA8K-40

 

 

 

A liquid which appears over time based on an erosion map. The wetness on the ground is a 2nd erosion map with Blenders Canvas-"Spread" enabled.
The base-technique was discussed in this great Sea of Thieves Talk: https://youtu.be/KxnFr5ugAHs?t=658

A liquid which appears over time based on an erosion map. The wetness on the ground is a 2nd erosion map with Blenders Canvas-"Spread" enabled.

The base-technique was discussed in this great Sea of Thieves Talk: https://youtu.be/KxnFr5ugAHs?t=658

 

 

 

I used a Blender FLIP Plugin for the liquid and Blenders "Dynamic Paint Canvas" which "tracks" everything it touches - in this case the liquid. The result is an image-sequence. I baked a 2nd image-sequence where the wetness is spreading.

I used a Blender FLIP Plugin for the liquid and Blenders "Dynamic Paint Canvas" which "tracks" everything it touches - in this case the liquid. The result is an image-sequence. I baked a 2nd image-sequence where the wetness is spreading.

 

 

 

I wrote a Python-Script which grabs all the images and stacks them on top of eachother into ONE image which is now my erosion map. With a simple shader those grayscale values can be faded on/out nicely.

I wrote a Python-Script which grabs all the images and stacks them on top of eachother into ONE image which is now my erosion map. With a simple shader those grayscale values can be faded on/out nicely.

 

 

 

 

Here you can see the textures and some "gotchas". The normal map was created via Photoshop-Filter from the last rendered Blender-Frame.

Here you can see the textures and some "gotchas". The normal map was created via Photoshop-Filter from the last rendered Blender-Frame.

 

 

 

 

The pretty simple material. Of course, values like "base color" are different in my Material Instance for the final look.

The pretty simple material. Of course, values like "base color" are different in my Material Instance for the final look.

 

 

Update: Bruno had a great idea! Here is the result, you can find a detailed description below.

Update: Bruno had a great idea! Here is the result, you can find a detailed description below.

 

 

Brunos cool idea: Instead of the complex canvas/python-experiement, you can use a camera capturing the zDepth liquid-geometry from below. I used a B/W-Gradient to simulate the depth in my test and it worked out really nice.

 

Brunos cool idea: Instead of the complex canvas/python-experiement, you can use a camera capturing the zDepth liquid-geometry from below. I used a B/W-Gradient to simulate the depth in my test and it worked out really nice.

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
410 언리얼4 언리얼4 쉐이더 튜토리얼 - 홀로 글리치 효과 제작 금별 2020.02.04 2902
409 언리얼4 언리얼4 이펙트 팁 - 윈터 미믹 제작과정 금별 2020.02.07 3929
408 언리얼4 언리얼4 이펙트 팁 - 쇼크웨이브 제작 댓글+1 금별 2020.02.19 3242
407 언리얼4 언리얼4에서 멋진 구름효과 만들기 금별 2020.02.20 9416
406 언리얼4 플립 백사이드 버택스 노멀 금별 2020.02.25 1112
405 언리얼4 언리얼4 이펙트 참고정보 - 스플라인에 타일링되는 리퀴드 메쉬 제작 사진new 댓글+4 금별 2020.02.25 2627
404 언리얼4 언리얼4 이펙트 튜토리얼 - 젤다의 전설느낌 디졸브링 파티클FX 제작 금별 2020.02.27 3319
403 언리얼4 언리얼4 머터리얼 팁 - 루핑되는 액체 메쉬 머터리얼 만들기 금별 2020.02.28 1544
402 언리얼4 언리얼4 튜토리얼 - Radial 블러 만들기 금별 2020.03.01 2944
401 언리얼4 언리얼4 튜토리얼 - 툰 쉐이더 제작(보더랜드/Jet Set Radio) 금별 2020.03.01 2873
400 언리얼4 언리얼4 튜토리얼 - 액터/버텍스옵셋/스플라인메시컴포넌트 및 파티클 용 언리얼 모션 블러사용법 금별 2020.03.12 2032
열람중 언리얼4 언리얼4 - 리퀴드 이로이젼(침식) 효과 금별 2020.03.12 2643
398 언리얼4 언리얼4 이펙트 팁 - 꿀렁이는 액체머터리얼 금별 2020.03.14 3382
397 언리얼4 언리얼4 머터리얼 튜토 - 플립북 모션벡터의 비대칭 RowCollumn 카운트 수정 금별 2020.03.19 1570
396 언리얼4 언리얼4 머터리얼 팁 - 머터리얼만으로 트위스트 구현하기 금별 2020.03.26 1559
395 언리얼4 언리얼4 머터리얼 팁 - 머터리얼만으로 밴드형태 구현하기 금별 2020.03.26 1736
394 언리얼4 언리얼4 머터리얼 튜토리얼 - Procedural 노이즈제작 금별 2020.03.26 1750
393 언리얼4 언리얼4 이펙트 튜토리얼 - 애펙을 사용한 트랜지션 효과 만들기 금별 2020.04.01 2447
392 언리얼4 언리얼4 나이아가라 - 트레일관련 미니팁 금별 2020.05.30 1820
391 언리얼4 언리얼4 - Vertex(정점) Offset 흡수 효과 금별 2020.07.30 3535
390 언리얼4 언리얼4 - 머터리얼에서 양면 렌더링 방법 금별 2020.07.30 3001
389 언리얼4 언리얼4 - 쉐이더에서 노멀 계산 튜토리얼 댓글+1 금별 2020.08.26 1874

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand