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VFX sketches 07

Hello! After a long time with no posts I'm bringing the WIP of a procedural waterfall shader that I'm creating in my spare time. I've started this in UE4, but then I decided to migrate it to UE5, and it's weird how it looks different in both versions. Honestly, I still prefer the results in UE4, but it just need some love!

It's not a fluid, it's just a simple mesh with shader that I'm using a combination between of water textures made from pictures I got from CGtextures and used to create manually a tileset using Photoshop and procedural masks generated using the TexCoord. I love this technique!

It's not ready (and honestly it may never be), and to convince as a real waterfall I should add some particles, but my challenge (and my fun) here is just to give the impression of waterfall and also create some controllers to generate different variations, like a waterfall of poison or lava using a single mesh.

Procedural mask example. I basically take the TexCoord and use the R channel if I want the mask horizontally or G if I want vertically, then I use a node to inverse this result and then I multiply both. After that I start to add multipliers and that's it!

Procedural mask example. I basically take the TexCoord and use the R channel if I want the mask horizontally or G if I want vertically, then I use a node to inverse this result and then I multiply both. After that I start to add multipliers and that's it!