Disclaimer: While it’s possible to have multiple fluid controllers within a scene, it’s recommended to have only 1 as it can reduce FPS. It is also recommended to not go overboard with the amount of assets that can use fluid simulation.
UE5.4 Update: Getting per bone velocity seems to be bugged in this engine version so we are using actor velocity until this gets hot fixed by Epic.
Number of Blueprints: 3
Network Replicated: No, cosmetic – runs on clients only (locations can be replicated).
免责声明:虽然可以在场景中有多个流体控制器,但建议只有1个,因为它可以降低FPS。 还建议不要过分考虑可以使用流体模拟的资产数量。
UE5.4更新:获取每个骨骼速度似乎在这个引擎版本中被窃听,所以我们使用演员速度,直到这得到热修复史诗。
蓝图数目: 3
网络复制: 不,化妆品只在客户身上运行 (位置可以复制)。
This fluid interaction tool is an easy to use per-bone fluid propagation system for skeletal, static, and physics meshes, that can be applied to any material surface.
The Fluid Interaction Tool can also be called from a global function for more customization methods.
Videos:
-
Quick-Guide with the SHADERSOURCE Branching River Tool (this video is being shown with another asset): YouTube | Rumble
Other related SHADERSOURCE assets:
See all SHADERSOURCE products here.
Follow SHADERSOURCE on socials: YouTube | Rumble | Instagram | Twitter | LinkedIn | ArtStation
UE5.4 Note: Getting per bone velocity seems to be bugged in this engine version so we are using actor velocity until this gets hot fixed by Epic.
Features:
-
Per-Bone/Socket Fluid Propagation system
-
Apply to any material surface
-
Toggle for Velocity Determines Intensity
-
Draw From Functions
-
Material Function for easy Material implementation
-
Overview map showing capabilities
这个流体交互工具是一个易于使用的每骨流体传播系统的骨骼,静态和物理网格,可以应用到任何材料表面。
流体交互工具也可以从全局函数中调用,以获得更多自定义方法。
短片:
-
快速指南 SHADERSOURCE分支河流工具 (此视频正在与另一个资产一起显示): YouTube的 | 隆隆隆隆
其他相关SHADERSOURCE资源:
查看所有SHADERSOURCE产品 这里.
在社交上关注SHADERSOURCE: YouTube的 | 隆隆隆隆 | Instagram | 推特 | 领英 | 艺术站
UE5.4注意:获取每个骨骼速度似乎在这个引擎版本中被窃听,所以我们使用actor速度,直到Epic得到热修复。
特征:
-
每骨/插座流体传播系统
-
适用于任何材料表面
-
切换速度确定强度
-
从函数中提取
-
材质功能,便于实现材质
-
概述地图显示功能
评论(0)