Earth material inside Unreal Engine 4
This is a preview of my earth material study inside Unreal Engine 4. It took several source inputs including height information, base color for day and night, cloud, land and ocean mask, night city light, and flow map.
I store some single channel information maps into an RGBA image for the purpose of optimization. The displacement/tesselation channel uses the heightmap to simulate mountains.
The flow map I used is a vector map to store directional information so that the water can flow more vividly. During this period I came across many techniques in data manipulation in game design and tech art.
I used Flowmap Painter to create the flow map, it only uses two channels of inputs: R and G channels.

The blueprint for the material inside UE
One of the things I learned is the optimization of performance is very important. When I threw too many nodes in the blueprint the materials failed to render like the editor window below since they exceed the performance limit. Especially any translucent effect because the AlphaTest needs extra calculation.
The materials I made in the Substance Designer for Double Birdemnity.
This is a Substance Designer practice for Botlympics. The logo is made using shape nodes in SD entirely.
This is a "soundbar" that reacts to music and sound inputs inside unity for Botlympics. It first took the sound input and process it into multiple floats, and assign these floats to the scale of the instantiated cubes.
Koi
This is a practice I did use Substance Designer. Using the basic shapes and various manipulation nodes and height adjustment, I created a koi fish-like material procedurally without any image source or texture.
This is a recreation of Simon Schreibt's post about UV animated manipulation
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