Flood GPU spore swarm base on distance field and impostor setup
The general idea for this experiment is maintain a high asset quality and a large number of particle for my swarm system and switch in distance from Impostors to Vat, some kind of lod system.
The fallback probably is on the memory, since for having 16 impostor camera I need at least 1 different txt for each spore (in this case Im using 3 txt, diffuse, normal and 1 rgb mask), but it was fun to try xD. But I could basically spawn milion of these things, its really satisfying explode them 😄
Usually for this kind of effect, swarm, noise etc I feed the position direcly and I derivate the velocity after, that I can use it as direction for orient mesh etc, I feel more controll over it instead of using the solver velocity, therefore the solver node is not needed.
The audio part is just an extra, I derive the death audio event checking the difference between the Index number exported each module tick, it's a "patch"
For the "timeline" system that Im using to animate the material before particle dies Im going to make another breakdown with other stuff, It's the same system I created for Batora sword dissolve etc
This system should working fine also in ue5, the only difference is that you should break the position and make a vector and viceversa
If you are interested about the single asset check here :)
https://www.artstation.com/artwork/KOnOyX
Hope you could find this breakdown usefull, if you have any question feel free to ask:)
The vat is provided by my friend vfx Paolo Orabona