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Technical Stuff

Some technical stuff I created with unreal engine blueprints and the classic cascade system
the target was to create mostly construction script based user driven assets that are easy to handle but still have enought freedom for a unique look.
Most of the Textures I create with photoshop or substance designer
The Flipbooks were made inside Houdini
The models were created inside Blender

User editable Fire for games

Butterfly with random pathfinding

Procedural Waterfall with blueprints and cascade system

Waterfall Collisionspot finding with raytracing

Waterfall Collisionspot finding with raytracing

Waterfall - Spawn particles based on collision, surface angle and surface material

Waterfall - Spawn particles based on collision, surface angle and surface material

Waterfall - Construction Script

Waterfall - Construction Script

waterfall - material parameter settings

waterfall - material parameter settings

Butterfly - blueprint
next planned: 
- smoother fly path 
- more settings to define when the butterfly can detect a landing spot
- surface material detection where the butterfly is allowed to land

Butterfly - blueprint
next planned:
- smoother fly path
- more settings to define when the butterfly can detect a landing spot
- surface material detection where the butterfly is allowed to land

Butterfly Construction script for wing and body speed, fly speed and maximum fly range. its also possible to define the a minimum distance where the butterfly can detect a landing spot

Butterfly Construction script for wing and body speed, fly speed and maximum fly range. its also possible to define the a minimum distance where the butterfly can detect a landing spot

Fire Blueprint - Fire material

Fire Blueprint - Fire material

Fire Blueprint - Fume Material

Fire Blueprint - Fume Material

Fire Blueprint - Construction Script

Fire Blueprint - Construction Script

Fire Blueprint - Cascade System

Fire Blueprint - Cascade System