What I made:
This waterlily/lotus is the 3D Model that’s made me feel the happiest, proud and talented all year. Probably because I thought it would be more difficult and I did it through what I have learnt so far, it felt good that it worked and that I did it all myself.
Some screenshots of my nighttime sky, fog and lantern light testing (they flicker during gameplay).
These are some of the concept images I did for a cross-discipline project that I started with some audio students, who needed a picture for a game soundtrack that they plan on uploading to youtube.
What I Learnt:
To believe in myself, point lights don’t like being close to each other. Software screws up. Unreal a VR reacts differently and the scene needs to be very efficient to work. How to create a blueprint to create flickering lights (as well as how to make the brightness and the pattern of flickering random to an extent).
Links I used:
Watched a bit of this, but the tools they were using I’m not familiar with. So I just went and tried it for myself using my own methods.
https://www.youtube.com/watch?v=XOFcYWoBWyE didnt end up being extremely helpful, but it did confirm what i needed to know. Which was that opacity/transparency maps are black amd white, and the white is what is seen
https://design.tutsplus.com/tutorials/how-to-create-your-own-fog-brushes-in-adobe-photoshop–cms-24792 how i created my fog material for fog sheets
Link above for download of document: psionicpixels.com/AliMayyasi_EfficientFogSheets.doc
Seems a bit confusing, but i go through and read it more caus it seems to show the steps of what to do nicely.
https://www.youtube.com/watch?v=sc7Jj_9fNYs to see another method/ type of fog
Was worried about the efficiency of particle systems and about how to do fog in general. Even though its for a different program i thought it still might be helpful. It reconfimred something that was said in a tutorial i watched, that exponential fog might not work in vr. But in unity particle systems are efficient. Which i found surprising, but what do i know, i might have have just muddled up something someone had said. So if some of the other fog methods don’t work then i will try this, either making a particle system or adjusting a smoke one to become fog.
Not helpful at all really, didn’t show the particle system settings
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/EmissiveGlow/ very helpful, used on moon
https://www.youtube.com/watch?v=lVl3H-9RUQM was struggling to get the fog sheets to work because of the transparency not quite working right. This didn’t really help as i dont really know what he plugged into the transparency. And the nature of the fog material needing to be partially transparent and then the rest still there i dont’t know if i can use what he showed. Although it would be useful in creating a waterfall or pond
https://www.youtube.com/watch?v=ieHpTG_P8Q0 watched this to try and troubleshoot my transluscency problems, didnt help though, just got more confused
https://www.youtube.com/watch?v=2ZMcZqL1Eqw simple light flicker tutorial
Trying to find list of things you can use in blueprints and what they do, this looks kind of useful but confusing at the same time. Not exactly what i was looking for.
Really good tutorial really helpful
Looks like i could be helpful with my fog sheet issues
Tutorial used for nighttime skydome, modified moon to be a flat cylinder, should have done a hemisphere. It was a good tutorial but I did the moon differently, making it emmissive.