I just realised you can make a ripple-like effect by applying a sine on a radial gradient:
...and make different shapes by simply adjusting the circle density parameter:
Useful for water fountain/splash effects!
Friday, 21 August 2015
Sparky explosion. The sparks are GPU particles that change direction randomly:
Thursday, 20 August 2015
Flamethrower!
Just attach that to anything animated and you get something like this:
Wednesday, 19 August 2015
Just showing off the door GPU particle effect:
I made this effect yesterday:
The Smoke effect in a scene with red/blue lights like the Unreal demo:
Friday, 24 July 2015
Today I discovered that this node can download an image from the internet and output it as a texture! The possibilities are truly infinite...
Monday, 6 July 2015
Floor with colors :)
Monday, 29 June 2015
So I made the Unity logo by accident...
Sunday, 28 June 2015
Blueprint interfaces are great for latent actions, such as LoadLevel:
Then all scripts that need to trigger something after the latent action can integrate this interface, and create the event node:
Thursday, 25 June 2015
Trying to give a new look to the cube:
Tuesday, 23 June 2015
This morning I worked very hard.
Thursday, 18 June 2015
So I found some settings that work with the new CircleDOF in 4.8 (Just change these settings, leave the others as default) :
Sunday, 14 June 2015
Hypercube has migrated to Unreal 4.8! Look at this beautiful feature:
Friday, 12 June 2015
Today I learned about the property matrix editor. It is a tool that is useful for bulk processing parameters in several assets at the same time. Huge time saver!
Thursday, 11 June 2015
A ''Projector'' blueprint, using 3 Spotlights with each a light function made from the channels of the given texture or movie.
This gives more realistic results than a projection that is using a decal, because: - Frustum is cone-shaped instead of box-shaped - Frustum has a center gradient (hot spot), and has access to basically all light features - Projection can get occluded by obstacles instead of just painting everything like decals do - Textures gets stretched and fade as a the spots direction gets parallel to the surface
Wednesday, 10 June 2015
A two-sided parameter for a material (the material needs to have bTwoSided set as true).
Plug it into opacity mask or have your opacity mask nodes be multiplied by it.
Sunday, 7 June 2015
Remaking the hypercube (tesseract):
Friday, 5 June 2015
I discovered about this plugin called sound visualizations plugin. I made a little test with it:
A crazy pixelated + dithered + indexed colors effect:
Monday, 25 May 2015
Screen line mask. It makes this nice dither in the objects:
A square mask with size parameter
Friday, 22 May 2015
Vector field fun!!
Monday, 11 May 2015
shader based camera map with Redshift 3D
Friday, 1 May 2015
Audio area script
Tuesday, 21 April 2015
A decal for a built-in light. Its useful because artist do not have to make an actual hole in the geometry.
A world space vertical gradient
Monday, 13 April 2015
Added a tutorial arrow to suggest that the cube can be rotated. It is present in the first levels.
Saturday, 4 April 2015
These are gonna be useful ;)
Wednesday, 1 April 2015
Gameplay-centric objects are gonna have a see-through effect like this, to make them easier to spot.