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Dopo la prima parte, arriva il seguito del videodocumentario di Epic sugli effetti visivi collegati ad Unreal Engine 4, la nuova versione del celebre motore grafico.
Il documentario parte dal video dimostrativo "Infiltrator", pubblicato tempo fa, per illustrare alcuni particolari effetti utilizzabili all'interno dell'engine che rappresentano delle notevoli evoluzioni rispetto alle versioni precedenti del motore. Tra questi, vengono mostrati in particolare gli effetti legati alle luci, alle scintille, ai fluidi, particelle, collisioni e altro.
Trascrizione
00:07Hello and welcome back to Inside Unreal, where you can see how to make content for Unreal Engine 4.
00:13Today we're going to be continuing with Part 2 of our special feature on the visual effects that were created
00:17for the Infiltrator tech demo.
00:19Once again I'm joined by Tim Ellick, Senior Visual Effects Artist for Epic Games. Hi Tim.
00:23Hey Zach.
00:24And tell me, what are we going to be talking about today?
00:26We're going to talk a little bit more about the Depth Collision Module.
00:29We're also going to get into some water effects, and then we're going to look at some atmosphere effects for
00:33the underground section of Infiltrator.
00:35Sounds awesome. Let's get started.
00:37So to help illustrate this, I set up a custom scene here with the two particle effects that are exactly
00:43the same.
00:44And you can see the particles are both using the Depth Buffer Collision to collide with these meshes.
00:50And the Depth Buffer Collision, you can preview the actual Depth Buffer here in the buffer visualization.
00:55And if I open that up, you can see this is the information that the particle collision module uses to
01:02determine where the particles need to collide with the surface.
01:05The lighter areas are further back, and the darker areas are further up front.
01:10And if I just switch back to Lit Mode, you can see that even though these are both the same
01:15mesh...
01:16Oh, they are?
01:17They're the exact same mesh, the only thing that's different about them is the material.
01:21This is using an opaque material, while this is using a mask material.
01:25And as you saw in the Depth Buffer, the mask material writes to the buffer, so all these particles can
01:29collide and fall through the holes in the actual mask surface.
01:34So you're actually kind of poking holes in this mesh by way of the material, and the particles can fall
01:39through that?
01:40Yes.
01:40So if I take my effect and pull the emitter tab and the properties tab over here...
01:46Now these are two panels from the Cascade Particle Editor, correct?
01:50Yes, in Unreal Engine 4 you can tear the panels off and move them anywhere on the screen that you
01:54want them.
01:55And I'm just going to solo this emitter here so we can really get a good look at this.
02:00And I'm just going to increase my spawn rate to something a little crazy.
02:05So you can really see the particles falling through there.
02:08Nice.
02:08I'm going to reduce it just a little bit.
02:13So when we get into the actual collision module, there are several different options,
02:18and you can mouse over any of these to get a quick description of what it does.
02:22And so as you can see, the resilience controls how bouncy the sprite is.
02:26So if I set this to 1, the particle is just going to go crazy bouncing all over the place.
02:32And if I set it back to 0.125, it's a little bit more reasonable.
02:36And then friction is just how sticky the surface may be.
02:41So if I set it to 1, the particles are just going to really adhere to the surface.
02:45And if I set it back to 0.25, they'll slide around a little more.
02:49If I set it to 0, they'll just slide all over the place.
02:52And we can also use these radius controls to offset the sprites from the surface so that
02:58they don't just clip right into the ground so it can get them to show up just a little bit
03:04more.
03:05So it's kind of like offsetting the collision surface?
03:08Yes.
03:08And then we have the response method which determines how the particles are going to behave once they collide.
03:14You can set them to stop and they'll just stick right to the surface.
03:19Or you can set them to kill and they won't go through the surface anymore.
03:23You can see that most evidently over here.
03:26That is just too cool.
03:33Typically water is one of the more challenging effects to create.
03:37And what I try to do when I first get started is break the water down into what I consider
03:42to be the ideal forms.
03:43And in order to do that I take a look at a lot of different reference.
03:46Sometimes I look at photography but I also like to look at 2D animation like old Disney films.
03:51As well as the book Elemental Magic by Joseph Gillen which I recommend to any effects artist.
03:56And you can see here that I've broken all of this down into like the 6 parts that I felt
04:01like I needed to achieve this particular effect.
04:04This is sort of like a larger splash and then another bit of water that just sort of lifts off
04:09the surface.
04:10Then the radiating ripples as well as some different droplet shapes which I can use on sprites.
04:15And then this drop which I can use with a mesh emitter.
04:18And once I get all those things together I pull all that into Cascade.
04:22And you can see here's the final effect.
04:26And I can use the dynamic parameter and different material controls within Cascade.
04:31To manipulate the behavior of the material in time with the animation which I control on the mesh level.
04:37Can we see that in wireframe?
04:39Sure.
04:40Oh yeah that's really cool.
04:41You can see here each one of these is three dimensional.
04:44So if I rotate it around from different angles you can get a different view of it.
04:48And we can even use it in different ways.
04:50Like this particular mesh you can see looks more like if someone was a step in a big deep puddle.
04:55And it would lift up and splash out.
04:57But in order to reuse and save on memory I actually just scale the mesh a little bit different.
05:03And animate it differently here so that I can save on asset space.
05:08Now where do you see this effect in infiltrator?
05:10It's in the hallway as the soldier's making a turn walking down towards the infiltrator.
05:15And you can see it on the right hand side there.
05:17And it's one of those effects that we use just more for ambience to add some secondary animation to the
05:22world.
05:22And just help bring the world to life.
05:25You can see in the background here there's a lot of mist and haze.
05:28And this is achieved with a mixture of particle systems as well as meshes.
05:33And there's some more haze down in here just kind of drifting up through the grates.
05:37And that helps to find the mid-ground, the background, and then in the foreground we have this kind of
05:41lit smoke or fog.
05:44And then some god rays coming through the grates as well as all these little tiny dust motes floating around
05:49in the air.
05:50And you can see they just sort of parallax as you move through the space.
05:54Yeah, they add a really nice depth.
05:57And these dust motes are kind of interesting because I'm actually using a vector field to control their behavior.
06:02And this vector field is just a, it's like basically if you think about it as a grid of velocities
06:07as I move around within this space.
06:09Each one of these little lines denotes a direction that the particle is going to move in.
06:15The lit translucency also is fantastic because I can just grab this effect here.
06:21And as I drag it around the world it updates in real time with the lighting information so I no
06:26longer have to tweak a material parameter or an instance parameter.
06:29Oh yeah, that's really awesome.
06:31Now let me ask you this, as an effects artist, how has Unreal Engine 4 enabled you to create scenes
06:36like this?
06:37With the new GPU particles I really don't have to worry about my emission rates and simulation time as much.
06:44So I can emit hundreds and hundreds of these little dust motes in the air and I don't have to
06:49worry that every single one of them is ticking and updating every frame and chewing up game thread time.
06:54And I feel like these kind of details are what really helps define the space and create a relationship between
06:59the player and the world.
07:00And best of all, we do everything in Cascade so the tool is very familiar and for anyone who's used
07:06to doing effects in Unreal Engine 3,
07:08making the move to Unreal Engine 4 with Cascade is going to be pretty straightforward.
07:12Very cool. Well that's about all the time we have for today so thank you very much for your time
07:17Tim and we will see you on the next Inside Unreal.
07:20Thank you.
07:21Thank you.
07:23Thank you.
07:26Grazie a tutti.
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