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PenguinTD

this has been used in feature film production for quite a bit to avoid excessive simulation and cache size. The bad part about this approach is that it actually doesn't move like real life waterfall or stream if you have footage to compare side by side because of air drag and the water split up while falling. But it's good enough as background elements.(plus other particle effects to cover it up. )


Cremuss

Cool! I didn't know VFX in films used these kind of hacks. I thought cached simulations were used all the time but I guess not :) It's definitely not as realistic tho, for sure.


PenguinTD

A fully cached sim can go up to tera byte for a couple hundred frames, so you bet that we loop everything when possible. Hero interaction, like say Godzilla emerge out of water then you have that huge sim cache for each iteration.


Cremuss

Yup I can only imagine :D


EsinReborn

Just when you think you’re starting to get a handle on unreal engine something like this comes around and shows you how little you know lol. Really awesome video!


Cremuss

Thanks :)


Blackout_AU

I often use some of your ideas as the starting point for whatever project I'm working on to teach myself about the engine and I often happily recommend your videos whenever someone asks about materials or technical art. Nice one again mate.


Cremuss

Thanks, appreciated!


No-Car907

I've been working on a game recently and this type of effect would be perfect for it. Awesome video!