#Foliage Affects Explosion Shockwave with PrismaticaDev's Simple Globle Wind material?

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sour copper
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Hello Everybody, hope you are doing well.
Unreal engine!!
As Forum Named, how to Achieve that Wonderful Effect when an explosion Occurs and surrounding trees,grass, other foliage affect according to its Shockwave (Radial Force)?
** Need to combine this with Simple Globle Wind material, a wonderful tutorial shadered on YouTube by PrismaticaDevπŸ˜‰.
Link below πŸ‘‡
https://youtu.be/27Gr2RRhtNM?si=sVE6taGHpu2P8IVv

QUICK FIX: Instead of using BoundingBoxUV's in the tree sway, use this instead: https://imgur.com/a/Np6rwE8
BoundingBoxUV's would encompass the entire foliage object's bounding box, not the individual foliage instances.

Let's take your wind system to the next level... Because let's face it; you're worth it! Your wife and kids will love you once...

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void mortar
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Hey, one solution is to store the explosion information to a buffer, like a Render Target or RVT. Your explosions are happening with particles probably anyway, so you can create an invisible particle that only writes to these buffer, but not visible in the base pass. Niagara can write to an RT ba itself, so it can be a good solution for that.
The buffer would be a vector buffer which contains the directions away from the explosion origin, with their strength (further we are from the explosion weaker is the effect).
When we have that we read that buffer in each material of affected meshes and add that information to the existing wind strength.

void mortar
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A limited plan B could be a Material Collection Parameter which stores several vector for explosion locations and a range/strength, and the materials read these and calculate direction/strength for that. And these positions are written by a blueprint that writes the data of the last few explosions.
But that could cause issues when there is more explosions in thr same time than the support

sour copper
void mortar
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Render Target is like a texture but you can write into it during runtime, using it as a buffer between frames, like projecting particles there and such. RVT is Runtime Virtual Texture, and that can use as an RT as well.

Sadly I do not know any specific tutorial, but I saw interactive snow or foliage solved by it, so maybe that can drive you closer.

Maybe that : https://www.youtube.com/watch?v=dPLgGMr616Q

Project Files : https://www.patreon.com/posts/44667845
In this tutorial, I am going to show you how to make a reactive grass system with runtime virtual textures. The grass can react to any number of characters and simulated physics objects by following this method. Also, the characters or other objects can leave a trail on the grass field by ma...

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