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Showing posts with the label tech-art

PCG for Complex Level Design and Lumen for Real-time Lighting in Unreal Engine 5

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Procedural Content Generation (PCG) framework is an amazing tool within Unreal which can be used in many different ways, from foliage, biome design to world building and more. It uses an algorithm to scatter points on landscape or any meshes and use the points data to place other assets/blueprint actors on top of it. So creating large scale forest and environments procedurally in Unreal has become very interesting and this will only get better and better with time.  I wanted to test the PCG workflow and look into the possibility of creating complicated levels which otherwise would be very time consuming and tricky to create. When I came across PCG, I thought what if we can use it to create a large scale treasure vault like what Uncle Scrooge have in Duck Tales or something similar to the Smaug's Treasure from the Hobbit movie.  The Result   (Treasure Level using PCG)   It is very interesting that how PCG can help us creating such complex level and keep most of the w...

Rigid Body Fx For Games Using Houdini & Unreal Engine (Part 2)

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  In Part 1 of the blog, we have seen how we can use baked rigid body simulation data inside game engine for various purposes. Now in Part 2 of this blog, we will go through the process of doing rigid body destruction in  real-time .  In order to do it in real-time , we will look into the Apex Destruction plugin in Unreal which helps to create destructible asset with fracturing and to assign physical properties which helps in the calculation of simulation.   Rigid Body Destruction (Real-time solution)   (Rigid Body Destruction in Real-time) The above destruction of assets is done at runtime based on defined number of fracture pieces. We can either define the fracture patterns in engine itself or can import the fracture asset and use it in the engine. Let us have a look at those options.    1. In-Engine Fracture (Simple Fracture in Engine) As shown above, Voronoi method ha s been used to fracture the pieces. This is a quick in-built fracture solution...