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Interactive Foliage with Wind Material.

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    Interactive Foliage with Wind Material.

    Here is a basic material setup which combines the "Wind Direction and Speed" node with the "Foliage Normalized Rotation Axis and Angle" node into the world position offset.

    This setup is used with an interactive foliage actor and a wind actor. It makes the foliage rotate when it is touched taking vertex colour into consideration and also recreates a wind effect using the data from the wind actor in your scene. The advance material takes the object world position and uses it to create a wave affect over a field.

    Hopefully this will help someone:

    Advanced:
    NEW Material Snippet

    Basic Setup:
    OLD Material Snippet


    Feel free to add interesting and more advanced material setups for interactive foliage.

    *Edit - Youtube link:
    NEW:
    New vertex material.

    OLD:
    First vertex material Test.

    #2
    Looks interesting. I'm not yet sure if I am going to include interactive foliage actors, but if I decide to try it I'll give this a shot and see how it works. Thanks

    Comment


      #3
      Oh, I never managed to get that wind stuff to look good, nice to see how to set it up. You don't happen to have a video on how it looks?

      Comment


        #4
        Ye sure ill upload a video in a short while, this is a basic setup however I believe randomising the wind effect even more is achievable. Using the object world position I think its even possible to add delays to each individual piece of foliage.

        Comment


          #5
          Heres a video of this setup in action:

          http://www.youtube.com/watch?v=sbSN55tcmvc

          Comment


            #6
            that looks really nice.
            Also the snippet could be very useful.
            A tutorial video would be awesome.

            Comment


              #7
              Very nice work, thanks for sharing the structure!!!

              Comment


                #8
                Some kickass results, the assets looks really good.

                Comment


                  #9
                  Thx its a wip but coming along quite quickly, two of us are working together to build a game for our final major project at Uni. Im currently working on a more advanced material that I'll post once i'm happy with it.

                  Comment


                    #10
                    Originally posted by Forsaken View Post
                    that looks really nice.
                    Also the snippet could be very useful.
                    A tutorial video would be awesome.
                    I'll see what I can do when I get the time

                    Comment


                      #11
                      Originally posted by A Rabbit View Post
                      I'll see what I can do when I get the time
                      you would get a place in my heart for ever.
                      thanks

                      Comment


                        #12
                        Originally posted by A Rabbit View Post
                        Heres a video of this setup in action:

                        http://www.youtube.com/watch?v=sbSN55tcmvc
                        Couldn't help but notice around the 10 - 15 second mark that you were able to rotate the camera to face the front of the character. Is that intentional, and if so, how did you do it?

                        Comment


                          #13
                          Originally posted by Hendrixlt View Post
                          Couldn't help but notice around the 10 - 15 second mark that you were able to rotate the camera to face the front of the character. Is that intentional, and if so, how did you do it?
                          My codes a bit scruffy as I'm still learning but I can point you in the right direction. The key lies in editing the UpdateRotation function in your playerController. All you have to do is hook up a bind and an exec function that changes a var on the key press, in my case it was the middle mouse button. The UpdateRotation function then has an if statement that checks the free-look var, depending on the status of your var it will deactivate the updateRotation code.

                          Not sure if that makes any sense lol.

                          Comment


                            #14
                            Video looks really nice, going to try this with a few meshes and have a close-up view of the results. Thanks man. Looks really cool...

                            If I am understanding correctly, the InteractiveFoliageActor is no mare taxing than a static mesh, but has the drawback of having static lighting even when it is moving correct?

                            Comment


                              #15
                              Any chance on the tutorial being posted on Youtube...are we close?

                              Cheers

                              Comment

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