In this video, you’ll learn how the Chaos physics system can be integrated with the Niagara VFX system in Unreal Engine to add in complex effects elements like smoke, dust, and debris to your destruction scene.
this is my exact question as well. I really want to play around with chaos instead of apex destruction but I dont want to get source built ue4. Hopefully we see this become core sooner than later.
People always say that games now look the best they can and that any innovation is small. Well, that's far from the truth, but games really have a long way to go when it comes to destruction and dynamic environments, better AI, physics, weight and other simulated FX like water and smoke for example. Some people call things like ''destructible environments'' a gimmick, but I think it should be the new standard. How many games have you shot an RPG directly to a wall only for it to leave a burn mark?!
The particle simulation necessary for a realistic looking game is too much for the current gen GPUs. The performance cost is just not worth it. That's why we don't see that much improvement on the destruction side of games. Even the destruction simulation here isn't realistic, it feels chunky
Also most games have very specific level design. Building a level with destruction of layout in mind makes things a lot more complicated when planning. It usually would end up detracting from the narrative and visual path they aim to take players on. Also in open multiplayer (shooters) it seriously effects the Lane design that brings balance to maps. If players can destroy buildings or cover it could change the map in a way that would make it unfair for one side or another or make it so players have to use certain classes/gear to utilize that advantage. It is certainly possible but takes A LOT more QA which = more time and $$$. So, that on top of performance hit... not worth the investment as we see most developers conclude That said I am all for completely destructible environments... even if the layout and map detail is simpler I love blowing things up and seeing buildings crumble. Bring it on next gen! Chaos can be very fun
@@zinetx yeah, but the other point about the order of magnitude higher design complexity is very true. Every piece of geometry not only needs to have defined its connections strengths, materials but also meshes need to be closed, separated, have geometry between its layers with proper uvs and textures as the player will be able to see them after he destroys i.e. a wall. Basically, you need 10x more time to create, test, and design such a map that can be freely destructible, not to mention unstable performance with such amount of dynamic fragments... it's not optimal to create such environments as many more things in games are more important
@@nickpinkowski Nah, Epic sorted this out with its new CHAOS system. You can add up to 3 materials for the inside IIRC. Just search YT for CHAOS tutorials and you'll see how it works.
Did you find a way to disable collision on those fractured pieces so that it doesn’t collide with the player? And how do you despawn them after a while I can’t access each chunk separately
Doing tips and tricks on a feature that has 0 documentation, is not production-ready and needs a full engine recompile with special flags to activate. Nice to see you have your priorities straight, Epic!
It requires more dust clouds. Destroying stone buildings will cause a fog of dust. Also the dust wasn't affected by the gravitational pull of the falling debris. Something to think about. This is a step in the right direction and will give players unique approaches on handling certain situations
gravitational pull of debris should be almost negligible. Objects on earth are too small to noticeably affect each other. Dust does not get pulled toward large objects on earth, like tanks or buildings. What you may be thinking of is the vacuum effect, where the movement of an object creates a temporary void and surrounding dust and air moves in to fill it. This is best exemplified by flipping a single page of a book and watching as the second page follow it, or by standing in a train station and feeling the gust of wind which follows the train. But yes, that would be cool. Keep in mind it would not depend on the mass of the falling debris. only its volume, shape, and speed.
I don't get it... this chaos destruction thing... works on a new physics module? or is just the geometry cache and fracturing thingie? If the physics of the engine were revamped... why there is zero info about it?
What I don't get is why this is marketed as a destruction system, that clearly need a physics simulation to back it up and yet, we don't know how to bounce a sphere in this new physics simulation system... (we know how to destroy said sphere, that part I get it)
I have always wanted to learn more about Chaos Destruction; however, due to having to go through Visual Studios to run it, I haven't really been able to utilize except in the classroom. Here's to hoping that it'll be officially a part of Unreal Engine V so I can move on from APEX Destruction.
I want this implemented in the grand theft auto series, ultra realism with fully destructible environments INCLUDING npcs. That's the next step in the open world genre.
Water, I need to know how to simulate a simple bottle with water to pick up with VR, have been around for 1 week to try that and still , I have no idea :(
I have a solid game idea, that I think gamers of all types could enjoy for years. I've been trying to teach myself to use UE, but I can never get my project to look the way I invision it. Can someone help get me in the right direction?
Start by focusing on your gameplay before you even worry about how the game looks. It's ok to use placeholders for models until you implement the logic of the game. Start by making a couple small projects to learn how to use the game engine before you make your first big project.
Anyone have a demo of Chaos being integrated successfully into their game? I've seen a lot of tutorials and demos but not much created gameplay from the community.
"not production ready" is a bit of an understatement. I compiled it about a month ago. It is simply not performant enough to use in anything real time. Yes, Epic is using it in Fortnite, but that's Epic. They have their own branch and they're not sharing...yet.
It looks amazing, but the problem is even though it's been in beta form for three releases now it's tough to get it working at all, performance is bad, and its still a work in progress. I think these videos are giving a false presentation of where physics are in chaos. Due to all of the issues every game other than Fortnite is still using the old physics. Now in fairness it is still in beta. But we've been seeing videos like this for a year now.
In beta they dont care about the perfection of their direct X "port" they are building it for their simulations and you know they have private test builds.
AAAAAND?!?! is there detailed documentation?!?! some tutorials?!?!? easy for artist wth, like niagara. no proper example documentationa t all. showing those short "show offs" rather make some content showing how things work.