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  • Hello and welcome back to Inside Unreal, where you can see how to make content for Unreal

  • Engine 4.

  • Today we're going to be continuing with Part 2 of our special feature on the visual effects

  • that were created for the Infiltrator tech demo.

  • Once again I'm joined by Tim Elek, senior visual effects artist for Epic Games.

  • Hi Tim.

  • Hi Zak.

  • Now tell me, what are we going to be talking about today?

  • We're going to talk a little bit more about the depth collision module. We're also going

  • to get into some water effects and then we're going to look at some atmosphere effects for

  • the underground section of Infiltrator.

  • Sounds awesome. Let's get started.

  • To help illustrate this, I've set up a custom scene here with two particle effects that

  • are exactly the same.

  • And you can see the particles are both using the depth buffer collision to collide with

  • these meshes.

  • In the depth buffer collision, you can preview the actual depth buffer here in the buffer

  • visualization.

  • If I open that up, you can see this is the information that the particle collision module

  • uses to determine where the particles need to collide with the surface.

  • The lighter areas are further back and the darker areas are further up front.

  • If I switch back to lit mode, you can see that even though these are both the exact

  • same mesh, the only thing that's different about them is the material.

  • This is using an opaque material while this is using a masked material.

  • And as you saw in the depth buffer, the masked material writes to the buffer so all of these

  • particles can collide and fall through the holes in the actual masked surface.

  • So you're actually kind of poking holes in this mesh by way of the material and the particles

  • can fall through that?

  • Yes. If I take my effect and pull the emitter tab and the properties tab over here...

  • These are two panels from the Cascade particle editor, correct?

  • Yes. In Unreal Engine 4 you can tear the panels off and move them anywhere on the screen that

  • you want them.

  • And I'm just going to solo this emitter here so that we can really get a good look at this.

  • And I'm going to increase my spawn rate to something a little crazy.

  • You can really see the particles falling through there. Let me reduce it just a little bit.

  • When we get into the actual collision module, there are several different options and you

  • can mouse over any of these to get a quick description of what it does.

  • As you can see, the resilience controls how bouncy the sprite is. So if I set this to

  • 1, the particles are just going to go crazy, bouncing all over the place.

  • If I set it back to .125, it's a little bit more reasonable.

  • And friction is just how sticky the surface may be, so if I set it to 1, the particles

  • are going to really adhere to the surface.

  • If I set it back to .25 they'll slide around a little more. If I set it to 0, they'll just

  • slide all over the place.

  • We can also use these radius controls to offset the sprites from the surface so that they

  • don't just clip right into the ground and we can get them to show up just a little bit

  • more.

  • So it's kind of like off-setting the collision surface?

  • Yes. And then we have the response method which determines how the particles are going

  • to behave once they collide. You can set them to "stop" and they'll stick right to the surface.

  • Or you can set them to "kill" and they won't go through the surface anymore. You can see

  • that most evidently over here.

  • That is just too cool.

  • Typically water is one of the more challenging effects to create. What I try to do when I

  • first get started is break the water down into what I consider to be the ideal forms.

  • In order to do that I take a look at a lot of different references.

  • Sometimes I look at photography but I also like to look at 2D animation, like old Disney

  • films as well as the book "Elemental Magic" by Joseph Gilland which I recommend to any

  • effects artist.

  • You can see here that I've broken all of this down into the six parts that I felt like I

  • needed to achieve this particular effect.

  • This is sort of a larger splash, and another bit of water that sort of lifts off the surface,

  • then radiating ripples, as well as some different droplet shapes which I can use on sprites,

  • and this drop which I can use with a mesh emitter.

  • Once I get all of those things together, I pull all of that into Cascade and you can

  • see here is the final effect.

  • I can use the dynamic parameter and different material controls within Cascade to manipulate

  • the behavior of the material in time with the animation, which I control on the mesh

  • level.

  • Can we see that in wire frame?

  • Sure.

  • You can see here each one of these is 3-dimensional so if I rotate it around from different angles

  • you can get a different view of it.

  • We can even use it in different ways. This particular mesh looks more like if someone

  • were to step in a big deep puddle and the water would lift up and splash out.

  • In order to re-use and save on memory, I actually just scale the mesh a little bit differently

  • and animate it differently here so that I can save on asset space.

  • Where do you see this effect in Infiltrator?

  • It's in the hallway as the soldier is making a turn and walking down towards the infiltrator.

  • You can see it on the right hand side there.

  • It's one of those effects that we use just more for ambience to add some secondary animation

  • to the world and just help bring the world to life.

  • You can see in the background here there is a lot of mist and haze. This is achieved with

  • a mixture of particle systems as well as meshes.

  • And there is some more haze down in here just kind of drifting up through the grates. That

  • helps define the midground and the background.

  • Then in the foreground we have this lit smoke or fog, some god rays coming through the grates

  • as well as all of these little tiny dust motes floating around in the air.

  • You can see they just sort of parallax as you move through the space.

  • Yes, they add a really nice depth.

  • These dust motes are kind of interesting because I'm actually using a vector field to control

  • their behavior. This vector field is basically a grid of velocities as I move around within

  • this space.

  • Each one of these little lines denotes a direction that the particle is going to move in.

  • The lit translucency also is fantastic because I can just grab this effect here and as I

  • drag it around the world, it updates in real time with the lighting information.

  • So I no longer have to tweak a material parameter or an instance parameter.

  • Let me ask you this, as an effects artist, how has Unreal Engine 4 enabled you to create

  • scenes like this?

  • With the new GPU particles, I really don't have to worry about my emission rates and

  • simulation time as much.

  • So I can emit hundreds and hundreds of these little dust motes in the air and I don't have

  • to worry that every single one of them is ticking and updating every frame and chewing

  • up game thread time.

  • I feel like these kinds of details are what really helps define the space and create a

  • relationship between the player and the world.

  • And best of all, we do everything in Cascade, so the tool is very familiar and for anyone

  • who is used to doing effects in Unreal Engine 3, making the move to Unreal Engine 4 with

  • Cascade is going to be pretty straightforward.

  • Well that's about all of the time we have for today. So thank you very much for your

  • time, Tim.

  • And we will see you on the next Inside Unreal.

Hello and welcome back to Inside Unreal, where you can see how to make content for Unreal

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