tip of the day: you can generate a simple pizza-mask using math and occlude your smoke effects with it, so that the smoke wouldn't penetrate walls #gamedev #techart #vfx #realtimevfx #UE4
grab the project files off my discord server if you want to take a look http://discord.gg/fFVgZ8w the material is a little cursed but quite handy🥦 then, because UE4 render target supports runtime mip you can get a blurred image with low cost
@Vuthric That’s very cool. Is the mask generation shader sampling distance fields, or are you first rendering depth data?
@edoublea The trace was done on CPU, Blueprint at the time. Then the results were drawn using the draw to material pipeline. Nowadays we can do it nicely with Niagara, trace on CPU as a Emitter script, save data into a data interface, then draw to RT in a sim stage This can be very nice
@Vuthric That's a really cool idea, I tried implementing it in Unity and also added ceiling raycasts that store the ceiling height in the mask texture. This allows vertical masking as well, and even supports slanted ceilings!
@SteelRaven7 looks very effective! add some distortion near the ceiling BAM you got poor man's fluid sim 😈
@Vuthric dope
@Vuthric i dont know what this means but i like it
@Vuthric Reminds me of @B4DC0FFEE mask for some of our diegetic on Tactics. ;)
@Vuthric Sounds delicious 🍕
@Vuthric @madewithUnreal This is awesome! Thanks for the tip!
@Vuthric What about roof or floor :D
@Vuthric This is fantastic, thank you for posting!
@Vuthric @LouieWoodhouse 🤔 have no clue what this is but looks cool🤣
@Vuthric You do lovely pieces of tech art. Love it. 👏
@Vuthric What? how did it work? how do you generate the mask?
@Vuthric Hey, now with Niagara out there, how would you achieve that same effect please ?
@Vuthric Just click the math button
@Vuthric I'm sorry, pizza-mask? i love that lol also this looks rad as heck. thanks for this!

