언리얼4 - 리퀴드 이로이젼(침식) 효과



언리얼4 - 리퀴드 이로이젼(침식) 효과

금별 0 2,623 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
814 유니티 유니티 앰플리파이 셰이더 - HotWater셰이더 GUI 및 자료사용 예제 영상 금별 04.26 116
813 유니티 유니티 - 쿠파 취업 클래스 [실강의 맛보기 - 얼음스킬제작과정] 금별 04.26 104
812 3D 이펙트의 모든것! 게임직 TA 김용남 인터뷰_01 금별 04.24 115
811 언리얼4 언리얼5 - HLSL을 활용한 이미지 블러 효과 제작과정(한글자막) 금별 04.24 142
810 언리얼4 언리얼5 - 아티스트를 위한 흥나는 프로파일링!: RenderDoc 금별 04.24 130
809 3D 메쉬 UV패닝을 활용한 곡선 트레일 제작짧은팁 금별 04.22 152
808 언리얼4 언리얼5 - 포스트 프로세스 활용한 글리치 효과 노드(다운로드가능) 금별 04.21 129
807 언리얼4 언리얼5/후디니 - 상호작용 VFX 시스템/VAT효과 제작과정(정교한 한글자막) 금별 04.21 120
806 언리얼4 언리얼5 - 텍스처가 없는 포스트트로세스와 같은 CRT효과 제작노드(다운로드가능) 금별 04.21 105
805 언리얼4 언리얼/유니티 - 특수효과 최적화 간단팁들 금별 04.20 118
804 언리얼4 언리얼5 - 파라곤 이펙트를 나이아가라로 리마스터링(한글자막) 금별 04.19 124
803 유니티 유니티 셰이더그래프 - 반응형 파티클 제작과정(한글자막) 금별 04.19 131
802 유니티 유니티 - 앰플리파이셰이더 활용한 극좌표 소용돌이 형태 제작과정(한글자막) 금별 04.18 115
801 유니티 유니티 - 셰이더그래프 활용한 UI에 적용동 스크롤버튼 제작과정(한글자막) 금별 04.18 152
800 언리얼4 린반 언리얼 이펙트 사소한 라이브(4.17일자) - 루멘/나이아가라 파티클라이트 외 금별 04.17 104
799 유니티 유니티 - Stylized 물속성 검기 VFX 제작과정(중국어/AI한글자막) 금별 04.16 183
798 언리얼4 언리얼 - 사인파 왜곡 머트리얼 예제 금별 04.16 163
797 3D 3DsMax - 임팩트 메쉬 제작 간단과정 금별 04.16 119
796 2D 애프터이펙트 - 2D 카툰스타일 불 제작과정 금별 04.16 124
795 2D 애프터이펙트 - 한국어_2D 카툰스타일 스파크/라이트닝 제작과정 금별 04.16 117
794 유니티 유니티 - Stylized 회오리 VFX 스킬 제작과정 금별 04.16 139
793 유니티 유니티 - Stylzied 검기 제작과정(중국어/AI한글자막) 금별 04.16 106

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand