Ryan Brucks
@ShaderBits
Followers
12K
Following
659
Media
151
Statuses
698
Technical Art Fellow, Epic Games
Cary, NC
Joined October 2016
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim. I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc). Be sure to stop by! #UnrealEngine #GameDev
79
859
5K
Wheeeeeee, I had so much fun working with clouds on this. Learned some new tricks, as usual, from @ShaderBits
They came without warning, their intentions were unclear. But whatβs clear now is that a war has come to the Island. Fight back the Aliens in #FortniteInvasion
8
4
148
My buddy Alan's band Stone Whiskey made some videos. Check em out! https://t.co/0kJHaX8PhX
0
0
10
The Unreal and Unity april fool jokes is unintentionally the best comparison of the engines ever made. https://t.co/BAkwqjUWbJ VS https://t.co/1h5oDYsim0
Weβre so excited to introduce our newest feature, the Pettable Dog Object! Just a few clicks and you can have the ULTIMUTT-good-boi πΆ 𦴠@CanYouPetTheDog? Yes.
3
22
122
According to sources, VISA requires 149 KWH of energy to perform 100,000 transactions on its global settlement network. The Lightning Network is over 1 million times more energy-efficient than this outdated network. If you are still using VISA I guess that you love wasting energy
41
322
1K
That Heather looks amazing. I love some hyper detailed ground cover.
Good #foliagefriday π Here are some high resolutions foliage assets I made for #AssassinsCreedValhalla πΏ All the species are historically accurate and doing historical research was really fun π #gameart #speedtree #ubisoftmontreal #AssassinsCreed #foliage #3dmodeling #3dart
1
6
74
Lol
2
1
56
Wow this is so cool! This was the first game I ever got to work on (not counting ut2004 which was just one level). We had a lot of fun making this back then.
2
1
58
Minor correction for stream yesterday: SingleLayerWater does not yet have any RTX specific evaluation for the water itself, but RTX can replace the Screen Space reflections on top of the water. You can see that in this @FortniteGame #RTX trailer here. https://t.co/kJI1wRP4kW
2
1
28
FullBody IK solver is available in 4.26(currently preview). I worked hard on this one. So excited to see it out. It's skeleton agnostic. Will add more gifs of my awesome test assets from UE Marketplace.
12
83
510
Love tech art and want to come work with us on exciting games or tech demos? We are looking for folks, check out the job page for more specifics.
0
10
42
Another quick preview of the Caustics Generator in #UE4 .26. You can adjust the caustics+waves live then render a subUV. now #YouTube They are affected by the sun angle. Detail to follow tomorrow at the #UnrealEngine #twitchtv stream @2pm
https://t.co/wrv3tA2uZU
#gamedev
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim. I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc). Be sure to stop by! #UnrealEngine #GameDev
3
31
158
Another quick preview of the Caustics Generator in #UE4 .26. Can can adjust the caustics and waves live and then render a subUV after previewing. They are affected by the sun angle. Detail to follow tomorrow at the #UnrealEngine #twitchtv stream @2pm. #gamedev #realtimeVFX
Testing a method to combine gerstner waves with shallow water simulation. Particles read the waves and feed back into the sim. I'm doing a livestream tomorrow @2pm showing upcoming #UE4 .26 Water tools (waves, caustics, foam etc). Be sure to stop by! #UnrealEngine #GameDev
13
125
617
Also: applying the lightning is super easy with the new VolumetricCloud using a Volume material. Just multiply your custom internal lighting value by your main density and plug the value into emissive.
1
1
42
The internal lightning is another Voronoi volume texture. Its not shadowed or anything, but it's masked using the cloud detail volume texture. You can see when I turn the detail off on the cloud itself, the lightning still has the pattern which gives a scattering illusion:
2
18
218
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here):
1
4
92
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26. Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use. Curve DF:
0
3
66
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26 #UE4 #realtimevfx #cloudscape
84
1K
5K
Tried to upload directly to twitter but video was too long. Will post more info later, gotta run for now.
1
0
6