- better simulation quality on slopes - added color profile and surface painter - new simulation parameters and improved ground rendering tools - improved caustics on slopes - unified underwater shader based on my custom SLW material mode - time day and skylight support - new water surface mesh rendering mode based on Niagara mesh tiles (128x128 ) - underwater dust calculated in camera space
The full change list will be published very soon with the update :)
Don't forget to click Subscribe if you want more updates on my projects!
- better simulation quality on slopes - added color profile and surface painter - new simulation parameters and improved ground rendering tools - improved caustics on slopes - unified underwater shader based on my custom SLW material mode - time day and skylight support - new water surface mesh rendering mode based on Niagara mesh tiles (128x128 ) - underwater dust calculated in camera space
The full change list will be published very soon with the update :)
Don't forget to click Subscribe if you want more updates on my projects!Fluid Flux 2 - Tutorial 07 (Brushes)ImaginaryBlend2023-06-11 | Short video tutorial presenting new brush tool.
Marketplace - unrealengine.com/marketplace/en-US/product/fluid-flux Documentation - imaginaryblend.com/2021/09/26/fluid-fluxFluid Flux 2 - Tutorial 06 (Coastline Domain)ImaginaryBlend2023-06-08 | This short video tutorial presents how to get started working with a coastline domain actor in 2 minutes.Fluid Flux 2.0 - Coastline [Unreal Engine 5]ImaginaryBlend2023-05-30 | The Fluid Flux 2.0 is not yet available on the marketplace, this video is the final demonstration of the update. The new version will be available to download soon.
After dedicating over 6 months to develop, with a specific focus on large-scale maps featuring oceans, I am delighted to introduce the highly anticipated 2.0 update.
The Fluid Flux 2.0 release delivers further improvements to facilitate a wide feature set robust, workflow-friendly, and versatile while keeping the needs of different sectors in mind. New features:
- The coastline in this demo is NOT SIMULATED, the ocean water uses Wave Profiles and it is blended with the prebaked simulated state. - Supported up to 10km x 10km of coastline area - Large-scale surface mesh rendered using Niagara-based infinite grid mesh (64 particle meshes 128x128) - Three color slots ( shore, ocean, painter) and 24 predefined unique color schemes for easy customization. - New landscape material with wetness - Underwater SLW material that supports the time of day change. - Wave break, wave shadow, new detail map. - New displacement animation for wave generated from FFT. - Improved boat interactions - THERE IS MORE!
Thank you for, watching, commenting, and subscribing.Fluid Flux - Voxel Plugin [Unreal Engine 4/5]ImaginaryBlend2022-05-31 | Testing Fluid Flux with Voxel Plugin and it works out of the box.
Parameters that may be useful for everyone who wants to try this: Simulation.RuntimeCaptureDelay = 1.0 // waiting with rendering heightmap generation for the voxel level initialization process to finish
The heightmap in this presentation updated every frame using CaptureGroundHeightmap. It is not very efficient and should be probably optimized to only update the area around the brush when something changes. The UpdateGroundMap(Position, Size) function would be a better choice in this case.
Download: unrealengine.com/marketplace/en-US/product/fluid-fluxFluid Flux - Tutorial 05 (Breakable dam)ImaginaryBlend2022-05-15 | Short example showing how to use a breakable dam. Check the Break function implementation if you want to know how the simulation ground is updated.Fluid Flux - Tutorial 04 (Generating static mesh)ImaginaryBlend2022-05-13 | In this tutorial, we will go through a useful workflow for generating static meshes based on a baked state of the simulation. With this method you can achieve the highest performance, unfortunately, the waterline effect will not correlate very well with static mesh geometry.
- Setting up LOD and padding - Converting a generated mesh to a static mesh asset - Preparing material for static meshes - Using static mesh in Surface actor
unrealengine.com/marketplace/en-US/product/fluid-fluxFluid Flux - Tutorial 03 (Surface)ImaginaryBlend2022-05-12 | Tutorial about using a BP_FluxSurface actor and making modifications. After a few steps that I've presented there, you can start customizing materials, effects, post-process, audio, and everything that is configurated in the surface actor. The Absorption parameter is a simple example - all parameters in materials pinned to the surface can be changed.
-Adding surface referenced by simulation -Modifying chosen surface material -Using surface without simulation
unrealengine.com/marketplace/en-US/product/fluid-fluxFluid Flux - Tutorial 02 (Simulation state)ImaginaryBlend2022-05-12 | Important information: The attribute IteratePreviewDelays was renamed to SimulationPreviewFramerate in v1.1. The attribute IteratePreviewSeconds was renamed to SimulationPreviewDuration in v1.1.
A short tutorial about simulation state data asset management. - Creating state - Exporting current state - Loading exported state
Real-time ocean wave simulation rendered in resolution 1024x256. New features: - 200m long beach - Niagara integration(fishes, bottles) - Underwater surface - Light shafts and improved post-process - Better boat physics - Swimming system - Dynamic splashes - Improved waterline shader - Ocean wave blending - Audio detection
If you want to help and push this project forward with me then please subscribe, write your feedback in the comments, and share the video with other developers - it's motivating me to work harder :)
New features: - unconditionally stable simulation with mass conservation - ragdoll floating and boat/ball buoyancy - second detailed ripple simulation on top of the surface - dynamic caustics and wetness - improved underwater material and smooth waterline - fluid color mixing - new foam texture - detail wave scattering - underwater audio detection - dynamic editing mode - interactable plants - splashes and sounds - simulation preview in the editor - fluid state save/load
The Fluid Flux pack will be released on the marketplace very soon! I know you are waiting for the release please be patient, finalizing this kind of project takes ages. If you want to help and push this project forward with me then please subscribe, write your feedback in the comments, and share the video with other developers - it's motivating me to work harder :)
My previous video received a lot of attention so I've decided to show some progress: - Simple wave generator - Player interactions - Niagara integration test (underwater dust test) - Animated caustic with aberration - Wet line on walls - Optimisations (still 120 fps on my PC) - Foam improvements - Better water ground intersection
My implementation of Shallow Water Equations for fluid flow generators (rivers, ocean beach waves, volcano magma, mud). Simulated on 256x256 texture that covers 50x50m size area.
Features: - very stable and conservative water simulation uses the method of discretization described in the publication "Real-time Simulation of Large Bodies of Water with Small Scale Details
" matthias-research.github.io/pages/publications/hfFluid.pdf - very efficient, only 2 render target steps (advection combined with height integration + velocity integration), dt=0.1 - can be paused and used as prebaked river mesh and flow map. - foam allocated in the alpha channel - dynamically generated caustics - surface wave, foam caustics, velocity-based advection - underwater nad waterline
What next? - better foam spawn - Niagara splashes - velocity-based interactions and wind - spawning and removing water
It's a combination of 7 systems that could be divided into separate packages: wind, displacement, landscape, precipitation, footsteps, fog, post-process now available as a configurable unified system.
Features:
- Efficient GPU based precipitation system ( snow, rain, dust ) implemented on single material and mesh. Supports up to 65000 particles per emitter with high performance. - Render target based ground displacement ( snow, mud, sand, grass), with time based accumulation. Supported displacement shapes box, cylinder, sphere, capsule, decal, skeletal mesh. - Landscape material prepared for mixing displacement and dynamic weather. - Dynamic weather controller - Post-process effects: waterdrops, frozen, heat haze, glittering, sharpening - Footsteps system and emitters for snow,rain,mud with audio - Weather material layer (snow/wet layer) - Precipitation occlusion map rendered on level for testing collision - Additional effects rainbow, water puddles - Wind reactive effects like precipitation, trees, ground dust, flag, bushes, grass - Virtual texturing and layered landscape materials. - Volumetric fog system - Extra mesh creator tool and prototype material pack - Powerful and easy to use.Infinity Weather - Sand Showcase [Unreal Engine 4]ImaginaryBlend2020-10-12 | Infinity Weather is a powerful and clean system designed for weather control in Unreal Engine. unrealengine.com/marketplace/en-US/product/infinity-weather
It's a combination of 7 systems that could be divided into separate packages: wind, displacement, landscape, precipitation, footsteps, fog, post-process now available as a configurable unified system.
Features:
- Efficient GPU based precipitation system ( snow, rain, dust ) implemented on single material and mesh. Supports up to 65000 particles per emitter with high performance. - Render target based ground displacement ( snow, mud, sand, grass), with time-based accumulation. Supported displacement shapes box, cylinder, sphere, capsule, decal, skeletal mesh. - Landscape material prepared for mixing displacement and dynamic weather. - Dynamic weather controller - Post-process effects: waterdrops, frozen, heat haze, glittering, sharpening - Footsteps system and emitters for snow, rain, mud with audio - Weather material layer (snow/wet layer) - Precipitation occlusion map rendered on level for testing collision - Additional effects rainbow, water puddles - Wind reactive effects like precipitation, trees, ground dust, flag, bushes, grass - Virtual texturing and layered landscape materials. - Volumetric fog system - Extra mesh creator tool and prototype material pack - Powerful and easy to use.Infinity Weather - Rain [Unreal Engine 4]ImaginaryBlend2020-10-11 | Infinity Weather is a powerful and clean system designed for weather control in Unreal Engine. unrealengine.com/marketplace/en-US/product/infinity-weather
It's a combination of 7 systems that could be divided into separate packages: wind, displacement, landscape, precipitation, footsteps, fog, post-process now available as a configurable unified system.
Features:
- Efficient GPU based precipitation system ( snow, rain, dust ) implemented on single material and mesh. Supports up to 65000 particles per emitter with high performance. - Render target based ground displacement ( snow, mud, sand, grass), with time based accumulation. Supported displacement shapes box, cylinder, sphere, capsule, decal, skeletal mesh. - Landscape material prepared for mixing displacement and dynamic weather. - Dynamic weather controller - Post-process effects: waterdrops, frozen, heat haze, glittering, sharpening - Footsteps system and emitters for snow, rain, mud with audio - Weather material layer (snow/wet layer) - Precipitation occlusion map rendered on level for testing collision - Additional effects rainbow, water puddles - Wind reactive effects like precipitation, trees, ground dust, flag, bushes, grass - Virtual texturing and layered landscape materials. - Volumetric fog system - Extra mesh creator tool and prototype material pack - Powerful and easy to use.Interactive grass and wind - Unreal Engine 4ImaginaryBlend2020-10-01 | My implementation of interactive grass and directional wind system. unrealengine.com/marketplace/en-US/product/infinity-weatherSolder gameplay - DXR Spotlight Contest Raytracing Demo [Unreal Engine 4]ImaginaryBlend2020-07-08 | Demo created for DXR Spotlight Contest organized by NVIDIA.
I was able to achieve over 60FPS on RTX 2060 with double bounce reflections and shadows enabled in resolution 2560x1440.
Solder is a short RTS style game concept placed in the futuristic science fiction world inside the computer on imagined PC Board. Tech demo is an introduction to basic RTS mechanics based on parasite chip called SOLDER that evolves during the journey.
-Click the left mouse button on the entity to select -When the entity is selected then click the right button on board to command the move to the location. -Use the mouse wheel button hold to rotate the camera. -Use the mouse button wheel up down to zoom in/out. -Use W/A/S/D move camera and Q/E to rotate the camera by 45' - F11 fullscreen -Esc to exitSolder - DXR Spotlight Contest Raytracing Demo [Unreal Engine 4]ImaginaryBlend2020-06-25 | Demo created for DXR Spotlight Contest organized by NVIDIA. imaginaryblend.itch.io/solder
I was able to achieve over 60FPS on RTX 2060 wit double bounce reflections enabled and resolution 2560x1440.
The demo was created in a few weeks during testing RTX and prototyping the unique concept of combination PCBoard world and Tron in the RTS game. There is also a gameplay demo that will be recorded very soon.
Solder is a short RTS style game concept placed in the futuristic science fiction world inside the computer on imagined PC Board. Tech demo is an introduction to basic RTS mechanics based on parasite chip called SOLDER that evolves during the journey.
-Click the left mouse button on the entity to select -When the entity is selected then click the right button on board to command the move to the location. -Use the mouse wheel button hold to rotate the camera. -Use the mouse button wheel up down to zoom in/out. -Use W/A/S/D move camera and Q/E to rotate the camera by 45' - F11 fullscreen -Esc to exit
Music: Free Google Music Library "Sun Awakening"Unreal engine 4 - Motion warping, IK, spine rotationImaginaryBlend2020-04-24 | I've implemented two modes of motion synthesis Single animation - uses one forward movement animation and rotates the spine. Two animations - blends between two animations forward/backward basic on the direction of movement.Lighting Fast mesh editor Tutorial - Unreal Engine 4ImaginaryBlend2020-03-20 | Show demonstration how to use lightning-fast mesh editor for creating unique lightning shapes.Speed Warping in Unreal Engine 4.24 Control RigImaginaryBlend2020-03-20 | My first attempt to use the control rig in UE4. I 've decided to create speed warping similar to the one used in Paragon.Lightning Fast - Showcase [Unreal Engine 4]ImaginaryBlend2020-02-12 | Lightning Fast is a powerful combination materials and blueprints that implements a wide range of realistic and stylized electricity effects. unrealengine.com/marketplace/en-US/product/lightning-fast
There are multiple ways of using the Lightning Fast in games and movies starting from lightning bolts in background flashing lightning bolts during a storm through electronic fences to the devastating lightning guns and spells. This system is designed in mind to achieve all those effects on high performance and AAA quality at the same time.Ice Cool - Showcase [Unreal Engine 4]ImaginaryBlend2019-04-28 | unrealengine.com/marketplace/en-US/slug/ice-cool Ice Cool is an advanced master material prepared especially to create multiple types of ice like ground ice, ice cubes, icebergs, crystals, glass and icicles. The translucent material option is a great solution for improving your level storytelling on cold arctic maps. Designed and optimized specially for Mobile, Virtual Reality, and stylized PC/Console games.
Features: - Customization options. Over 200 parameters to make it look cool. Additionally, Over 50 switches allows controlling efficiency-quality trade off. - Uses NEW FAST cracks rendering method. Implementation of new cheap iterative technique of parallax for rendering deep cracks based on Signed Distance Field Textures. Thanks to using SDF result effect stays clean and smooth even on closeups with using only 7 texture reads! (5 times faster than other methods). - Supports multiple types of refraction. Supported cube map with box projection mapping/screen color/ build in refraction pin. - Advanced translucency options. Translucency supports depth fading fog for better quality of covering the objects inside the ice. Subsurface scattering and custom lighting. Useful for more advanced user to better fit the ice into the scene. - Extended reflection mode. System supports pre-rendered cube map reflections mapped on meshes using box projection mapping and spherical mapping. This method is very fast even on translucent materials. - Icy vertex offsets. Material supports configurable Vertex displacement for Icicles. - Masked dithering. You can configure system to use translucent material only where you need and dither the opaque material around the wholes. - Animated dust. Configurable dust map with refraction noise makes material look even deeper and real. - Efficient and GPU friendly. Uses between 90-210 instructions depending on the number of features enabled can be used on VR and even mobile. - Extra tools. System includes additional tools for generating new Signed Distance Fields and environment cube maps. - Multiple useful examples. Package contains example map with showcase of multiple samples of use the material.Volumetric Glass - Unreal Engine 4 [Showcase]ImaginaryBlend2019-02-27 | unrealengine.com/marketplace/en-US/volumetric-glass
Volumetric Glass is an advanced and efficient master material designed for rendering volumetrics and glass. The package is useful for creating sci-fi stylized environments like water tanks, aquariums, and underwater tunnels even glass in submarines. The package is perfectly balanced between quality and efficiency. Designed and optimized specially for Mobile, Virtual Reality, and stylized PC/Console games.
Features: -Two types of material underwater volume and shaped glass -GPU friendly and very efficient can be used on mobile as well as in the VR -Multiple shapes (box, sphere, ellipse, cylinder, mesh) -Spline based tunnel blueprint -Over 70 parameters to setup: light shafts, volumetric, scattering, glass color, fog density, wet color, reflections, etc. -Animated clip plane surface -Vertex color based texture masking -Example map contains underwater world and sci-fi laboratory -High-quality fast scattering -Fast box projected reflections -Custom multi-channeled point lights -Easy to integrate with other water surfaces like Aquatic Surface.SDF Robo Progress Bars - UMG TutorialImaginaryBlend2019-01-06 | Example how to use SFD Robo Progress Bars in UMG. unrealengine.com/marketplace/sdf-robo-progress-barsGlitchphobia - Gameplay trailer [Unreal Engine 4]ImaginaryBlend2018-11-15 | itch.io/jam/2018-epic-megajam/rate/330804
Immerse yourself into unstable reality. In order to get out you must exploit glitch in a world around you. You can be sure of one thing, any rules you known no longer exist!! Do you have a courage to dip in it?Aquatic Surface - Interactions & Buoyancy [Unreal Engine 4]ImaginaryBlend2018-11-04 | unrealengine.com/marketplace/aquatic-surface Showcase of two new features added in Aquatic Surface update - interactions and buoyancy.Aquatic Surface VR - Showcase [Unreal Engine 4]ImaginaryBlend2018-11-03 | Aquatic Surface pool water on VR in Unreal Engine 4. Preview recorded by one of the users. unrealengine.com/marketplace/en-US/aquatic-surface
Features: Water clip line effect - Underwater and over water surface and post-process volume - Translucency effect support for underwater particles and meshes - Two types of static reflection/refraction projections (box projection. spherical projection) - Example 4 types of configurations: lake/reef/pool/waste - Animated caustics based on decals - Buoyancy component - Compatible with UE4 lighting - UV mapping, vertex color flow, and texture color flow maps - Over 100 parameters like translucency, fog depth, mapping, reflective, refraction, scattering, wet color. Multiple material switches enable/disable some of the effects to increase quality/efficiency Very fast and GPU friendly. 120-160 instructions depend on used effects. Quality/Efficiency adjustment. cinematic (realistic reflections) and standard (static box projected cube-map) Water edge/coast (not using the distance fields) Sun and glittering effect on waves Fast underwater scattering Implemented as the unlit translucent material. Water holes for boats Fast physics based interactions (PC only)FPP/FPS Weapon FOV ExperimentsImaginaryBlend2018-10-16 | unrealengine.com/marketplace/weapon-fov http://imaginaryblend.com
I’ve spent some time doing R&D focused on resolving a few important problems with FPP weapon/hands in UE4. A material node that I’ve implemented is an (I believe better) alternative to commonly used “Panini projection” node known from Unreal Tournament project.
Problems that my node solves:
1. Lack of separate weapon Field Of View (weapon stretching) Standard solution “Panini projection”: Bad stretching, no control over the field of view, animators can’t see the result. Not clear license terms (Unreal Tournament source). Standard solution Separate render pass for weapon layer: Requires engine modifications and can be slow/problematic with AA.
My reprojection: Node calculates the vertex offset as a difference between the mesh projected on the screen with in-game camera FOV and the weapon FOV. The result is unprojected into in-game camera space. It means that weapon mesh is stretched in axes X and Y to look like rendered in another FOV. In comparison to “Panini projection” mesh stays in the same shape independently of camera FOV.
Tradeoff: Shadow mapping can be little inaccurate on the weapon.
2. Weapon render depth priority (environment clipping) Standard solution: render weapon to additional stencil buffer/separate pass and render during post-process to prevent intersection. Slow and requires stencil buffer that should be used for a higher purpose.
My solution: scale the depth of mesh vertexes in the camera space – you decide how flat your weapon will be to not intersects with the environment. Mesh looks the same on the screen.
Tradeoff: DOF will probably not work properly on the weapon.
3. Near plane clipping Standard solutions: change the near plane value (UE4 don’t give this functionality), it can cause another problem with calculation precision and z-fighting
My solution: just move vehicles in front/back of the camera
4. The transition between the weapon FOW and the world FOV My solution: Additional blend parameter that can be changed dependently on distance from the camera.
Right now I have a proof of concept and my method works correctly in UE4 so I’ve decided to show the results applied onto First Person Template.Aquatic Surface - Vertex Flow Tutorial [Unreal Engine 4]ImaginaryBlend2018-09-13 | unrealengine.com/marketplace/aquatic-surface
This short tutorial shows how to work with vertex flow in Aquatic Surface package.
Aquatic Surface is a well optimized advanced material that implements configurable water effect.
Features Water clip line effect Underwater and over the water surface Underwater post-process volume Two types of static reflection/refraction projections (box projection. spherical projection) Example 4 types of basic configurations: lake/reef/pool/waste Animated caustics based on decals Standard UV mapping, vertex color flow, and texture color flow maps Over 100 parameters like translucency, fog depth, mapping, reflective, refraction, scattering, wet color. Multiple material switches enable/disable some of the effects to increase quality/efficiency Separated onto 4 materials: overwater surface, underwater surface, in water post-process volume, caustics decal. Each of them can be used with other water systems. Very fast and GPU friendly. 120-160 instructions depend on used effects. Quality/Efficiency adjustment. cinematic (realistic reflections) and standard (fast static box projected cube-map) Water edge implemented witch out using the distance fields Specular effect and glittering on waves Simplified underwater scattering Implemented as the unlit translucent material More options and switches to customize/optimize than you can try during your whole life :)Aquatic Surface - Getting started tutorial [Unreal Engine 4]ImaginaryBlend2018-09-12 | unrealengine.com/marketplace/aquatic-surface
Aquatic Surface is a well optimized advanced material that implements configurable water effect.
Features: - Water clip line effect - Underwater and overwater surface - Underwater post-process volume - Reflections and refractions based box projected cube mapping - Lake, pool, reef examples material instances - Animated caustics based on decals - Standard UV mapping, vertex color maps, and texture color flow maps - Over 100 customizable parameters like translucency, fog depth, mapping, reflectivity, scattering, wet color. - Multiple material switches enable/disable some of the effects to increase quality/efficiency Separated onto 4 materials: overwater surface, underwater surface, in water post-process volume, caustics decal. Each of them can be used with other water systems. - Very fast and GPU friendly. 120-160 instructions depend on used effects.Horrific Mist (volumetric fog postprocess WIP) - Unreal Engine 4ImaginaryBlend2018-05-08 | Volumetric Fog Postprocess created in UE4. Work in progress. Music from Intuitive: youtube.com/channel/UCZroKI6v2e6gVaxA7WJTtiw/videos?sort=dd&view=0&shelf_id=0Anime Toon Shading - Showcase [Unreal Engine 4]ImaginaryBlend2018-04-21 | Marketplace: unrealengine.com/marketplace/anime-toon-shading
Documentation: http://imaginaryblend.com/2018/06/26/anime-toon-shading Main references to create Anime Toon Shading was “Gravity Rush” and “Dragon Ball FighterZ” so if you want to achieve this kind of feeling with dynamic cartoon lighting in your game, then this package will be a perfect starter for you.
Anime Toon Shading is post-process independent approach to cartoon effect, which means it uses geometry based shading model that allows customizing every object on the scene to specific lighting conditions and works perfectly in the forward rendering mode. Package contains full lighting system that supports single dynamic directional light and multiple dynamic point lights. Perfect choice for VR games as well as mobile.
Features: - Advanced material configuration instanced per object specular/shading/outline - Dynamic directional light support - Multiple dynamic point lights that can affect actors (you can add some flashes and explosions in your game). - Geometry based shading so it can be used without post-processing. - Very fast and GPU friendly. - Implemented as a material function, which can be used as an unlit/lit material. - Tested on meshes from paragon (great for stylizing assets) - No need to use post-process uses; forward rendering mode works in VR and mobile. - Interface for an easily combined dynamic toon lighting system with any actor - Outline shell mesh (material for additional mesh rendered from inside)SDF Robo Progress Bars - Showcase 2 [Unreal Engine 4]ImaginaryBlend2018-01-21 | SDF Robo Progress Bars unrealengine.com/marketplace/en-US/product/sdf-robo-progress-bars
Features: - Rectangular progress bar - Signed-distance functions based rendering (shape is generated from mathematical functions) - Configurable for all resolutions. - Configurable divisions. - Fully scalable and extendable for more shapes. - GPU friendly, one draw call, fast loading, small memory usage (one material per bar) Roadmap: More shapes circle bar, triangle bar Second progress color (especially for fighting games) Glossy effect/Shadows etc. Animated patterns Replace SDF functions with external SDF textures.
Fast Stylized Procedural Sky is a unique dynamic sky material and advanced weather system that is perfectly balanced between quality and efficiency. Designed and optimized specially for Mobile, Virtual Reality and stylized PC/Console games.
Features: -GPU friendly, works efficient even on VR/Mobile. Unlit material without blending, uses one drawcall in forward rendering. Small memory usage -Over 50 parameters to customize -Clouds lighting with scattering and shadows changes depending on sun position -Static background clouds and stars layer -Clouds shadow casting -Configurable sun and moon, lens effect, eclipse and stars scintillation -Atmospheric sky gradient with tilting in sun direction -Customizable automatic clouds UV calculation -Moon normal-mapping and lighting calculated based on relative sun and moon position -Sky parameters loaded from curves/manual settings and blueprint functions -Wind direction and clouds speed -Smooth transitions between weather states based on preset system -Static landscape backgrounds interleaved with clouds -Height fog and sky light interaction -Skydome and skysphere supported -Material is based on the new unpublished before method for fast calculation of procedural clouds lighting. You will not find this solution anywhere else!
Fast Stylized Procedural Sky is a unique dynamic sky material and advanced weather system that is perfectly balanced between quality and efficiency. Designed and optimized specially for Mobile, Virtual Reality and stylized PC/Console games.
Features: - Over 40 parameters to customize - hardness, density, distortion, shadow, color, scattering color, moving speed, lightness, ambient and much more. - GPU friendly works efficient even on VR Mobile platform. (LESS than 140 instructions! and ONLY 3 texture samplers used!) Small memory usage and fast loading. - Clouds lighting with scattering and shadows changes depending on sun position. - Static background clouds and stars layer. - Configurable shiny sun and moon. Atmospheric sky gradient with tilting in sun direction. Customizable automatic clouds UV calculation. - Moon normal-mapping and lighting calculated based on relative sun and moon position. - Sky parameters loaded from curves/manual settings and blueprint functions. - Supported wind direction and clouds speed. Smooth transitions between weather states based on preset system. - No need to compile c++ code. Easy to use and modify even for beginners. - Material is based on the new unpublished before method for fast calculation of procedural clouds lighting.Fast Stylized Procedural Sky Tutorial - Unreal Engine 4ImaginaryBlend2017-11-07 | Simple tutorial showing how basic parameters of Fast Stylized Procedural Sky works in Unreal Engine 4.
play.google.com/store/apps/details?id=com.dathox.sparta.sfylReal Time Dynamic Clouds Rendering (mobile)ImaginaryBlend2017-05-28 | Cluods shader implemented for mobile devices.Mobile opengl water for VR, Cardboard.ImaginaryBlend2016-12-29 | My first game prepared for Android Cardboard VR. Shy shark is hunting around, find the shark before shark hunts you. Test your seasickness on VR. Water rendering based on wave texture( 512x512) generated on fly. Dynamic sky based on fake fast scattering. All of this rendered in 60 FPS on Nexus 4. Comming soon on google play for free :)Animation Blending - Motion Matching v2ImaginaryBlend2016-08-19 | Animation Blending motion matching with root motion.Animation Blending - Motion MatchingImaginaryBlend2016-07-10 | My first implementtion of motion matching. Baesd on Clavet Simon GDC presentation: http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Clavet_Simon_MotionMatching.pdf.