Been spending time creating a liquid material for the environment using Unreal's amazingly adaptable Material editor. This liquid is made up of two models (the cylinder and a cap). The cylinder utilizes a mask to create the height of the liquid (and can be controlled via instancing) and the cap makes use of Vertex baking with a Vector Displacement network to create actual animated ripples on the surface (in addition to Normal maps). There are also distortion nodes that give off the effect of liquid motion blur when looking through the transparency of the material.
Updated liquid from
Eric Topf on
Vimeo.
A Flamethrower effect utilizing Maya Fluid dynamics and touched up within Adobe After Effects:
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