🐟Following my work on the Tropical Foliage pack, this time, I’ve shifted my focus to creating an underwater scene. I’ve made significant improvements to the Master Material used across both projects, adding new features and fixing bugs. These updates include Vertex Color Material Blending, Distance Field Blending, Specular Dimming, a second layer of WPO bending, and support for Emissive effects.
🌿The foliage is designed to support both Nanite and a traditional LOD system. Using a Nanite-oriented workflow, each leaf is modeled individually. The LOD system, on the other hand, uses classic masked, two-sided material properties.
🍃The swaying motion of the plants, reacting to underwater currents, is achieved using a similar technique as in the Tropical Foliage project, with pivots stored in UV channels through Ghislain Girardot's Blender DataBaker.
🐠For the video, I’m also utilizing Ghislain's Boids Niagara system to animate the fish I created, combined with the swimming component from Yummy Game
🔥 https://www.fab.com/listings/d4f5e110-f975-4653-b78a-32e1504f56a6
🔥 https://www.artstation.com/cremuss
🔥https://www.fab.com/sellers/Yummy%20Games
Fishes swimming peacefully
Master material tweaking : Specular Dimming :Reduce the specular based on depth (WorldSpace gradient)
Use per mesh custom primitive parameter to tweak the RVT Blending. Moss Top layer and Hue
Distance Field is used to add a layer of dirt/moss when a mesh (ivy/algeas) is placed on top of a surface.
Mesh giggle when going through it (It uses a collision to detect the action and play the giggle effect)
Mesh bend when the player get close. User can choose the pivot from which the bending occurs
Projecting the mesh per blade onto the underlying surface is quite useful for avoiding floating grass blade.
Overview
Three level of vertices animation (trunk>branches>leaves).