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    Water Flow

    Hi all!
    Last few days I tried to realize "water flow" feature, like described here - http://graphicsrunner.blogspot.com/2...flow-maps.html.
    This is not really hard to create that shader, but there is a necessity to create custom material expression, that will simulates a "sawtooth" wave function, for resetting distortion amount.
    As I see, in UDK classes like MaterialExpressionSine, there is no way to create custom expression without C++ sources, or I missing something?

    #2
    Can't you use a custom HLSL node?

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      #3
      for what?
      if it will be some for loop, how I can specify it's step to 1 Tick?

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        #4
        ok, I already create this, without coding
        http://www.youtube.com/watch?v=lUCYgqlN3tk
        only one thing I needed is Time Varying Material Instance

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          #5
          Hey, that's pretty cool! Awesome work

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            #6
            Originally posted by redbox View Post
            ok, I already create this, without coding
            http://www.youtube.com/watch?v=lUCYgqlN3tk
            only one thing I needed is Time Varying Material Instance
            Why the MITV? Did you use it for the 'curve editor' type setup?

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              #7
              looking very cool allready. It does look a bit thick though... around the edges of a block.

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                #8
                Originally posted by ambershee View Post
                Why the MITV? Did you use it for the 'curve editor' type setup?
                Yeah, with cycle time offset.

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                  #9
                  As you can see, "pulsing" of surface is not solved for now, but I think that is not a real problem. The real problem is to create "flowmap" in Houdini. I think Valve use some tool, for detecting where the objects intersect water surface, then painting vertexes in that places in specific colors, and then bend normals with that color.

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                    #10
                    Vertex painting in UDK?

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                      #11
                      No, in Houdini.

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                        #12
                        Nio, I meant use vertex painting instead of relying on the external package - you could manually paint your flow into the vertex colours - three vertex colours gives you a vector that you can weight appropriately, and you don't then have to have an extra texture for each and every water plane.

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                          #13
                          Hm. It's interesting idea.

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                            #14
                            Thanks for posting the link and discussing this.. Some great concepts here

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                              #15
                              Originally posted by ambershee View Post
                              Nio, I meant use vertex painting instead of relying on the external package - you could manually paint your flow into the vertex colours
                              It's possible, but difficult and time consuming, good way to loose your sanity lol. I can't believe there's no publicly available program (or script) out there to help artists paint 2d vector fields.

                              @ redbox, A sawtooth sine can be created with a time -> fraction node.

                              This setup uses vertex paint with the optional use of a texture flow map (If I find or create a decent method of making them, I'll let you know):

                              http://www.youtube.com/watch?v=2X1vFVGAlwk

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