This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.
Check out an ambient wind system by Sascha Henrichs for UE4 that works with physics, Apex cloth and Speedtree, with particle effects and the simple grass vertex shader.
This blueprint wind system:
– works with physics
– works with Apex cloth and Speedtree
– works with particle effects
– works with simple grass vertex shader
The Unreal Engine’s native wind object “Wind directional source” will only affect apex cloth and speedtree objects. This wind system affects all possible kinds of actors and objects. Also, wind affected physical actors will be audible when moving. It is possible to trigger rolling or swinging movement sounds as also “OnHit” sounds.
The Windsystem works with an unbound wind zone and wind actors that react to this wind.
The wind zone is the class that creates the wind force. The wind actors are affected by the wind.
Since the possible affected wind objects are all different object classes, a few different approaches are needed to project the wind.
For the physical actors, the wind is driven by add force, whilst the windload on each wind affected actor is calculated by the objects projected surface area and the objects material density.
Cloth is driven by a spawned “Wind Directional Source” that is synchronized to the generated blueprint wind. PFX and the Grass shader take their wind strength directly from the wind curves and go through multipliers. Where the PFX wind result drives an emitter parameter and the foliage wind goes into a material parameter value that drives additional World Position Offsets in the foliage shader.
You can find more details on the system and buy the product here.