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JIVANA
Water Flux
To realise the water flux of Jivana I had to mix programmation ( blueprint) and shaders (ue4 Materials)
In order to create the flux I needed to be able to know the length of it and to separate in differents sections.
To do so I used a rigged mesh with physics and before physcis is calcullated I place "trackers" along the mesh and then I can use raycast between each segments to get the length.
This systems allow to tweak the number of segment wanted.
It's hard to rescale a physical assets with constraint in runtime. To make this sytem work I first pool a 1st invisible link which enable me to define an appoximative length and then I could pool a another assets ( I had 5 to load assets to 5m, 10m , 15m , 20m and 30m).
This system was working but because of the physics we hadn't a huge control of the flux trajectory so I try something else.
The new technique use a spline mesh. It's easier to control the trajectory because I just have to manipulate the curve tangent.
To detect collision I still use "trackers" it enable me to define an impact point or to make the flux avoid big obstacle by flipping the begin tangent or the end tangent of the spline depending of the obstacle location.
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