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Dynamic Flow Maps (UDK)

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    Dynamic Flow Maps (UDK)

    Hey Guys,


    Click image for larger version

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    I just wrapped up getting dynamic flow maps to work within the UDK. Posted a explanation/tutorial on my blog, but I figured I would post the link here for those interested

    http://digitaldracott.blogspot.com/2...ps-in-udk.html


    Hmmm Looks like the gifs didn't work. here are some links for those curious

    http://4.bp.blogspot.com/-dLC3kZBIVD...amicwater3.gif

    http://i.imgur.com/oZ3R2Iu.gif

    http://i.imgur.com/uOcu3Pl.gif

    Feel free to hit me up with any questions! More than happy to explain any part of it!

    Alex
    Attached Files

    #2
    Very cool effect indeed- thanks for sharing your approach.

    Comment


      #3
      Thank's for sharing that c: i was searching for it.

      Comment


        #4
        Great stuff. I built something similar myself, but never got around to finishing it off to a high enough standard to make it useable. I did my masking a lot more manually though (scripted textures), so your approach is much better in that regard

        Where it will fall down though of course is when you need to put something above the water plane but below the camera (I suspect many games will do this). To solve this, I might do the capture underneath the water plane with a maximum depth that is the height of the plane.

        Comment


          #5
          Hey, nice stuff!
          Thank you for sharing!

          Comment


            #6
            Originally posted by ambershee View Post
            Great stuff. I built something similar myself, but never got around to finishing it off to a high enough standard to make it useable. I did my masking a lot more manually though (scripted textures), so your approach is much better in that regard

            Where it will fall down though of course is when you need to put something above the water plane but below the camera (I suspect many games will do this). To solve this, I might do the capture underneath the water plane with a maximum depth that is the height of the plane.
            Actually manually setting the clip plane of the camera solves that problem, as will making a dummy scene and linking the flow map too it there. If you force the depth range and camera clip to be within a certain height (either in the SceneCapture2D setting, or manually in the code) the problem goes away

            Comment

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