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Volumetric Process

Terrain Details

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​Illustrator
In this project, I decided to create grass objects out of 2D planes. Initially, I used the pen tool and gradient shader within Adobe Illustrator to create a simple alpha transparent grass drawing.
Planes
Using Blender 3D, I created 4 separate planes and joined them together before resetting the origin at the base of the model. I then imported the mesh to be used in Unity.
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Picture
Applying the Material and Using Terrain Paint Trees
After creating a material with the illustrator drawing, I applied it to the surfaces of the plane model. Since the Unity High Definition Render Pipeline does not currently support detail shaders, I instead used the tree paint tool.
Speed Tree
I modeled the trees directly within Unity using their speed tree tool. The trees both consisted of a main trunk, branches, and branches extended off the previous that included fronds before adding leaves. The main difficulty was figuring the proper materials for a tree object not made for the HDRP. Changing the optimized bark and leave materials to a HDRP shader fixed the job
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Picture

Fire Particle System

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Photoshop
I created default texture shapes made in photoshop using the paint tool. A motion blur was added to create a more realistic texture outline. 
Particle Systems
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The fire uses 4 particle systems consisting of a system using a alpha blend texture, a additive texture, a glow ambience, and sparks.
Flickering Light
The particle systems unfortunately do no give off any light, so I added a point light to the fire alongside a script that would allow the light to flicker within a range of minimum and maximum intensity alongside a variable that can change the speed of this flickering.

    
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