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How Naughty Dog does puddles in their games [UE4, valid for UE5] 

Visual Tech Art
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In this video I apply the concepts explained in my previous videos to a real work case scenario.
I go through the building of a weather reacting material, starting from a dry condition and procedurally calculating the wet one.
This approach takes inspiration from how Naughty Dog approached the same problem when developing the Uncharted games.
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5 июл 2024

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Комментарии : 21   
@BenCloward
@BenCloward 3 года назад
Really nice work. I especially like the idea of the 4 different wetness effects using 4 different masks. I'm definitely going to use that idea in future projects.
@BenCloward
@BenCloward 3 года назад
Also - I added your channel to my favorites list as I find it one of the most helpful on RU-vid: ru-vid.comchannels
@VisualTechArt
@VisualTechArt 3 года назад
@@BenCloward Many thanks! I saw you do tutorials too, I'll have a look at you channel :)
@Itsme-wt2gu
@Itsme-wt2gu Год назад
Can u make more video about landscape in ue4 and procedurak stuff
@raghavsharma1973
@raghavsharma1973 Год назад
i've hit a diamond mine finding your channel~
@jeggie
@jeggie Год назад
You should be incredibly proud of this video. It was clear, concise, and gave a stunning real-world example. I look forward to seeing your channel grow and I'm very excited to see what else you have to share. Keep up the amazing work!
@VisualTechArt
@VisualTechArt Год назад
Thank you!
@malebeery6832
@malebeery6832 2 года назад
you are treasure :)
@Hardguitar1989
@Hardguitar1989 Год назад
Nice Video!, thanks for sharing 😀
@wpwscience4027
@wpwscience4027 Год назад
You can also add a little bit that turns off puddles if the slope gets large
@LEHtJong
@LEHtJong Год назад
Great work, the puddles height (with if node) is basically a step value right?
@VisualTechArt
@VisualTechArt Год назад
We could say so
@LJ_Dev
@LJ_Dev Год назад
Can you modify landscape material at runtime to switch between wet and dry layers ?
@VisualTechArt
@VisualTechArt Год назад
Yes, that's the point of making a procedural wet version :)
@LJ_Dev
@LJ_Dev Год назад
@@VisualTechArt I manage to do it using material collection parameters. It's that the best way?
@VisualTechArt
@VisualTechArt Год назад
@@LJ_Dev Definitely! Good job :)
@Melwasul94
@Melwasul94 8 месяцев назад
Can you make it so the puddle actually "appears" on terrain after rain and disappear after a while when it's sunny?
@VisualTechArt
@VisualTechArt 8 месяцев назад
Yes you can animate the puddles height for that
@dj_cam
@dj_cam Год назад
Tried this in my UE5.1 project but there are no puddles, it just darkens the landscape terrain
@VisualTechArt
@VisualTechArt Год назад
Is your heightmap taking the whole 0-1 range?
@dj_cam
@dj_cam Год назад
@@VisualTechArt I gave up on it for now, yeah not using a texture based hieght map... maybe thats why
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