On Monday I moved onto the wind VFX for the foliage in the scene.
I wanted the grass to move slightly differently from one another despite being on the same uv space, so I found
this tutorial using world position to pan a normal map across the local area and affect each mesh differently.
I then combined it with what I had learnt from my previous foliage VFX project and used a Global Parameter added to the vertex normals to bend the foliage based on wind direction.
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Rustling effect added to the wind direction effect |
I also added the proximity sensor I had learnt from my previous project so that the grass would bend when then player got too close:
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connected to the above graph using an add node |
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Update Wind Direction BP graph |
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Overall Wind Direction BP graph |
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Proximity Sensor BP graph |
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