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Tim Elek e Zak Parrish di Epic ci guidano nell'analisi dettagliata degli effetti del nuovo Unreal Engine. La telecamera si muove in tempo reale negli ambienti della demo fantascientifica mostrata alcuni mesi fa con lo scopo di puntare i riflettori sulle particelle e sull'illuminazione.
Trascrizione
00:07Hello and welcome to Inside Unreal, where you can see how to make content using Unreal Engine 4 tools and
00:12technology.
00:13I'm Zach Parrish and I'm joined today by Epic Games Senior Visual Effects Artist Tim Ellick.
00:18Hi, Tim.
00:19Hi, Zach.
00:20You worked on several of the environmental and weapon effects in Epic's Infiltrator Tech Demo, is that correct?
00:27Yes.
00:28Now, can you talk to us about some of the effects that you worked on?
00:31I created primarily environment effects and weapon effects.
00:35Muzzle flashes, impacts, tracers, and then the environment effects would typically include water, smoke, any kind of haze or atmosphere.
00:44Shut down!
00:45Now, we're going to be splitting this up into two separate parts.
00:49We're going to do one part with some of the effects you worked on and then we'll save some for
00:53another video.
00:54So, what are we going to take a look at here in this first video?
00:55In this first video we're going to look at a muzzle flash.
01:02First, I'm going to open the effect in Unreal Cascade.
01:05And here you can see there's quite a few components to this effect.
01:10And I really only want to pay attention to this one element here, which is this large conical shape coming
01:17out of the end of the muzzle.
01:18And I think this is one of the most important elements to this effect because it really helps show the
01:23power and size of the projectile that's probably coming out of the end of this weapon.
01:29Okay.
01:30And then another element that we have which is new to Unreal Engine 4 is the ability to emit light
01:36into the world using our particle lights.
01:39And these particle lights are controlled using traditional cascade modules.
01:44And light properties are all based off of the initial size and color of the actual particle.
01:50Very nice. Now, are there any other elements to this muzzle flare that really start to make it pop, that
01:55really kind of bring it to life?
01:56Sure. Another thing that I really think is important to this effect is the distortion that we're using in the
02:01world.
02:02This is using the refraction in our material, which is a new feature in Unreal Engine 4.
02:08We had distortion in Unreal 3, but in Unreal 4 we have refraction now.
02:11And I really feel like this helps connect the effect to the world and just sort of pushes the pixels
02:17around and really gives you a sense that it's part of the environment.
02:21And so here if I just re-enable all the different elements, you can see the muzzle flash has some
02:27venting coming out of the sides.
02:29And there's several different components that really help show you that this is also an automatic weapon.
02:35Yeah, that just looks like it should be loud and powerful and should be able to stop a raging elephant.
02:41Now, I also noticed that we've got some shell casings flying out of the side of the gun.
02:45Yes, the shell casings are, again, they're being emitted through the effect, which is great because now I can control
02:51those all in one location.
02:53Alright, so you're saying that the muzzle flash and the shell casing coming out are all part of the exact
02:57same effect?
02:58Yes, the shell casings are in local space, so they inherit the transforms of the weapon.
03:03And then I just offset their position so that they eject from the right location on the side of the
03:07gun.
03:08And if I fly up over here, you can see our giant robot here.
03:12And he's just pouring shells out into the environment.
03:16He burns through the ammo.
03:17And using a CPU system, I can track the position of these shells and then emit smoke from each shell
03:25as it's falling through the world.
03:26I see this guy's also got tracer fire as well.
03:29Yes.
03:29Now, is that part of his muzzle flash effect or is that separate?
03:32The tracer is bundled with the muzzle flash.
03:34It helps us show the direction without having to add another component and then track two items in matinee.
03:41And then they can just fire off one effect.
04:06Okay, so these are some of the impact effects that were seen at the very tail end of Infiltrator
04:11when the flying robot is shooting at the ground?
04:14Yes.
04:15And typically when we're creating an impact effect, there's a couple things we keep in mind.
04:18We think about the size of the projectile and also think about the surface that the projectile is impacting.
04:25So here we have concrete.
04:26So the first thing I did was create some meshes that came from this concrete on the ground.
04:32And they have the same material, so they have the same visual qualities.
04:35And I'll emit that concrete with cascade.
04:38And because the concrete has a lit material on it, it's accepting the lighting from the world as well as
04:43the lighting coming from the particle system.
04:45So I notice you're also kicking up a lot of, I guess it would be more dust than it is
04:50smoke as the concrete gets pulverized.
04:52Now, is that actually being lit in the world?
04:54Yes, all the dust is being lit by the lights in the world.
04:57And so you can see here I added a purple light to the side of this effect so that you
05:02could get the effect of the lighting on the smoke or the dust.
05:06You know, it's funny, you had to move the camera over before I noticed.
05:08It looks like there's also a lot of, like, gravel being kicked up.
05:11Yeah, all these little tiny chunks are translucent particles using a translucent material.
05:17So they'll get illuminated and lit just like the meshes do.
05:21And they'll actually collide and bounce along the ground based on the surface normal and the depth buffer.
05:26So those are just little sprites. Those aren't really tiny meshes?
05:30Yes, they're just all small sprites along with the sparks.
05:33And they're all using our GPU particle system as well as the new depth buffer collision.
05:42In the Vista shots of Infiltrator, you'll notice there's a lot of traffic and robots moving around.
05:48In this case, I'm just emitting the robot mesh that the modelers created.
05:52And I'm attaching lens flares and particle lights to the robot so that as they move through the world,
05:58they're actually illuminating all the geometry.
06:00And you can see more of them back here in the background.
06:03We use those extensively in the Vista shots to just add an extra detail to the world.
06:08That is too cool.
06:10Well, thank you very much for your time and thank you all for joining us.
06:13And we will see you all on the next Inside Unreal.
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