Video
Aim: In this iteration I attempted to illustrate the W.A.V.E
chart I had made in Semester 1 focusing on Beaufort
Scales 4,6,8,10,12 using the assets I had made in weeks
2-5 and some new assets edited with the Material offset
position and the buoyancy object.
Method: I used a method that I wouldn’t usually use in
game; I simply placed the particles in the scene to test
how far away each particle would need to be from the
camera for it to be effective. I wanted to find out what
combinations of particles are needed at different scales,
and how large they needed to be. I did it this way instead
of spawning them randomly as it gave me more control
for iterating. In game I would spawn the particles at a
certain distance from the nearest camera as this would
be more cost-effective on the CPU.
Reflection: This test was effective for illustrating the
possible different feelings of the wind scales. It also
allowed me to notice holes in my particle iterations and
wave mapping tests. I realized that on the lower wind
scales I couldn’t implement them correctly as they didn’t
spawn at wave height. I found a solution by James Ryan
Smith , lead technical artist at Gearbox who renders
particle effects at wave height using a fast furrier
transform, something I might test. I found the higher
wind scales to be successful because with the visual
noise created by all the different particles firing at once
it was a lot easier to be convincing.
By Oliver Hull
Email Oliver Hull
Published On: 03/06/2022