Created material functions used to animate grass, trees, and other objects to portray wind.
Derived porosity from roughness and metallic inputs to drive changes in wetness. Puddles ripple with wind speed and rain.
Auto world or local aligned UVs, correcting for inaccurate normals, optionally using a single texture sample.
Authored volume fog materials, and enhanced them with a compute shader.
Created ocean materials, polished inland water materials. Supported wide array of dynamics.
Multiple effects including UV warping of ocean surface, and masking of foam. Landscape wetness also animates.
For translucent containers containing some liquid. Compatible with any shape. Water surface computed algorithmically from height texture.
Geometry warping material on irregularly shaped mesh, conveying viscous liquid.
Vegetation color, vertex animation, and opacity mask respond to changes in season, as well as snow appearance.
Debug view mode with a crosshair and chart showing PBR value at crosshair.
Set up foundational structure for cloud material to ensure adequate performance before handing off to lighting artists.
Pawn position history written to render target, read in grass material.
Particles spawn on ocean surface and optionally follow wave motion.
Particles writing to volume fog. Motion flows downhill, around obstacles.
Generates local turbulence for grass, tree fronds, and props.
Copies height values from multiple runtime virtual textures and store them in a render target. Needed for volume materials, and improves performance of all materials needing height data.
Simulated rope physics. Moving attach points provided by parent actor.
Ribbon geometry showing trajectory of projectile to assist with aiming.
Assembled hierarchical level of detail generation workflow. Maintained and updated as the world expanded.
Tool to place static meshes along a spline. Numerous controls for position, rotation, randomness, twist, etc.
Lakes too close to hillsides needed more granular swim volume placement to avoid volumes protruding through terrain.
Arrow locators placed on meshes write to the mesh vertex colors, used for material flow animation.
User interface minimap needed textures showing irregularly shaped areas of interest. Tool converts mask texture generated from game data into distance field to support UI styilng.