Pig & Kyoto -Let's be the God of Destruction in UE4- 【UE4 VFX Art Dive 2020】

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October 23, 20

スライド概要

Click here to watch the video of my speech.
https://youtu.be/6SoaPTX_vvw

English slides are available for download here
https://epicgames.box.com/s/tb42ndmdpxrbsexvv0irp9h7ynr7iar9

The Japanese slides are here.
https://www.docswell.com/s/EpicGamesJapan/ZRQ8R5-UE4_VFXAD20_PigAndKyoto
https://epicgames.box.com/s/locsql9m36jcx0rx5xsj9ia85hk2p8cl

Presented by Osamu Saito (Epic Games Japan)
This slide is from the ""UE4 VFX Art Dive Online"" presentation on July 5, 2020.

日本語版はこちら
https://www.docswell.com/s/EpicGamesJapan/ZRQ8R5-UE4_VFXAD20_PigAndKyoto

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Unreal Engineを開発・提供しているエピック ゲームズ ジャパンによる公式アカウントです。 勉強会や配信などで行った講演資料を公開しています。 公式サイトはこちら https://www.unrealengine.com/ja/

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Pig & Kyoto -Let's be the God of Destruction in UE4Epic Games Japan Technical Artist - Developer Relations Osamu Saito

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Self-introduction Osamu Saito https://twitter.com /shiba_zushi Epic Games Japan Technical Artist - Developer Relations ● I joined Epic in June 2019 ● Until then, I developed a AAA console title ● Before that, I was a Manga Artist ● I love UE4 & Houdini #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction Destruction is wonderful … #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction Have you ever been tempted to destroy things anyway? #UE4 | @UNREALENGINE

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Introduction We all have an inner drive to destroy. #UE4 | @UNREALENGINE

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Introduction But in a country where there is the Rule of Law, you can't just break things without permission. #UE4 | @UNREALENGINE

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Introduction If so, let's use UE4 to destroy stuff! #UE4 | @UNREALENGINE

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Speaking Today #UE4 | @UNREALENGINE

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Speaking Today How to use pigs to destroy the streets of Kyoto #UE4 | @UNREALENGINE

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Speaking Today How to use pigs to destroy the streets of Kyoto →Introduction to Destruction Features & Workflow in UE4 #UE4 | @UNREALENGINE

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Speaking Today How to use pigs to destroy the streets of Kyoto →Introduction to Destruction Features & Workflow in UE4 #UE4 | @UNREALENGINE Rigid Body Soft Body Fluid FBX Alembic VAT Niagara Raymarching Houdini PhysX Chaos etc...

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Introduction therefore #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction #UE4 | @UNREALENGINE

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Introduction I destroyed it! #UE4 | @UNREALENGINE

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Introduction I'm going to give you an explanation through this example #UE4 | @UNREALENGINE

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Introduction In the beginning, the Great Destroyer in me said #UE4 | @UNREALENGINE

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Introduction Destroy something beautiful In the beginning, the Great Destroyer in me said #UE4 | @UNREALENGINE

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Introduction So I used the beautiful assets in Kyoto. #UE4 | @UNREALENGINE

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Introduction The author has given me permission to destroy it with a pig #UE4 | @UNREALENGINE

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Introduction So, let‘s go ahead and destroy it … #UE4 | @UNREALENGINE

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Introduction Wait #UE4 | @UNREALENGINE

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Introduction Have you ever received a request like this? #UE4 | @UNREALENGINE

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Introduction Hey bro, I'd like to tear this building down. We already have a model. That's easy, right? #UE4 | @UNREALENGINE

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Introduction Yes, I am Guilty #UE4 | @UNREALENGINE

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Introduction The model should be Destruction-Ready #UE4 | @UNREALENGINE

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What is Destruction-Ready? ・The model is closed ・There is no overlap in models #UE4 | @UNREALENGINE

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Why? ? Destruction, in other words, is a "physical" simulation #UE4 | @UNREALENGINE

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Why? ? Shape, structure and mass of things If they are not correct, you cannot run a correct simulation #UE4 | @UNREALENGINE

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Why? ? It has to be a physically correct model, with proper geometry and no overlap #UE4 | @UNREALENGINE

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Model preparation These beautiful Kyoto assets are not only beautiful, but have been "optimized" for games #UE4 | @UNREALENGINE

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Model preparation Assets for games have been deleted or merged where they are not visible in the model for optimization purposes #UE4 | @UNREALENGINE

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Model preparation So if you simulate this as it is...... #UE4 | @UNREALENGINE

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Model preparation BAAANG #UE4 | @UNREALENGINE

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Model preparation If we simulate it correctly, it looks like this #UE4 | @UNREALENGINE

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Model preparation Physically correct models are very important #UE4 | @UNREALENGINE

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Model preparation So how much work would it take to make the one house I just mentioned Destruction-Ready? #UE4 | @UNREALENGINE

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Model preparation Whole Houdini node diagram #UE4 | @UNREALENGINE

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Model preparation Simulation Setting #UE4 | @UNREALENGINE

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Model preparation Model Setting #UE4 | @UNREALENGINE Simulation Setting

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Model preparation Let me visualize the areas that needed to be fixed #UE4 | @UNREALENGINE

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Model preparation This house #UE4 | @UNREALENGINE

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Model preparation Here's what it looks like if you arrange them part by part #UE4 | @UNREALENGINE

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Model preparation Red is the part that is not Destruction-Ready #UE4 | @UNREALENGINE

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Model preparation A look at the model from the back #UE4 | @UNREALENGINE

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Model preparation Integrally molded roof tile Thickness “0” Single-poly plank wall No poly on the back There's no ceiling where you can't see it Models that are not closed Where you can't see it, there's no wall A look at the model from the back #UE4 | @UNREALENGINE Overlap to the ground

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Model preparation Thickness “0” No poly on the back There's no ceiling where you can't see it Where you can't see it, there's no wall Integrally molded roof tile Single-poly plank wall Models that are not closed Overlap to the ground These are all very careful "optimizations" #UE4 | @UNREALENGINE

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What I want to tell you It's hard to make an optimized asset Destruction-Ready afterwards #UE4 | @UNREALENGINE

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What I want to tell you Let's plan ahead and destroy it #UE4 | @UNREALENGINE

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What I want to tell you Incidentally, in this example #UE4 | @UNREALENGINE

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What I want to tell you There are 100+ models in use in the screen alone #UE4 | @UNREALENGINE

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What I want to tell you I automated it as much as I could, but it was very hard... #UE4 | @UNREALENGINE

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Model preparation And yet, another failure #UE4 | @UNREALENGINE

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Model preparation I've laid out these Destruction-Ready models in UE4 and I want them destroyed #UE4 | @UNREALENGINE

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Model preparation Stupid human #UE4 | @UNREALENGINE

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Model preparation What I failed to do while working on it. Simply put, “The FBX export of a mesh imported into UE4 is not the same model as the imported FBX.” My Tweets #UE4 | @UNREALENGINE

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Model preparation When you import a model into UE4, it's basically all triangulated #UE4 | @UNREALENGINE

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Model preparation These triangular polygons are all individual #UE4 | @UNREALENGINE

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Model preparation If "Remove Degenerates" is checked, vertices with the same position, same UV and same normal will be combined #UE4 | @UNREALENGINE

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Model preparation So importing into UE4 means that you're going to get a completely different model than the original one #UE4 | @UNREALENGINE

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Model preparation And when exporting FBX, UE4 cleverly merges the vertices together before exporting #UE4 | @UNREALENGINE

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Model preparation This model, for example, when imported into UE4 and exported, looks like this #UE4 | @UNREALENGINE

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Model preparation I'm crying because I laid it out in UE4, exported it to FBX and then tried to destroy it and failed. #UE4 | @UNREALENGINE

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Model preparation Stupid human #UE4 | @UNREALENGINE

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Model preparation By the way, how to deal with it #UE4 | @UNREALENGINE

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Model preparation The FBX exported from UE4 contains each transformation information #UE4 | @UNREALENGINE

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Model preparation The FBX exported from UE4 contains each transformation information #UE4 | @UNREALENGINE

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Model preparation You can use it to create a transformation matrix to recreate the layout from the original model #UE4 | @UNREALENGINE

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Model preparation https://twitter.com/shiba_zushi/status/1257055294095413248?s=20 I wrote more about it in the above tweet #UE4 | @UNREALENGINE

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What I want to tell you Let's plan ahead and destroy it #UE4 | @UNREALENGINE

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Workflow After many failures, the beautiful Kyoto Asset has finally become Destruction-Ready #UE4 | @UNREALENGINE

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Workflow There are two main workflows when it comes to destruction in UE4 #UE4 | @UNREALENGINE

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Workflow There are two main workflows when it comes to destruction in UE4 Pre-destruction #UE4 | @UNREALENGINE Realtime-destruction

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Workflow There are two main workflows when it comes to destruction in UE4 Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Workflow For this example, I've adopted the "Pre-destruction" Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Workflow An example of real time destruction by Niagara is given by Mr. Ikeda at the following URL! https://www.youtube.com/watch?v=bkZkW-Hblig Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Workflow What about PhysX and Chaos? Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Workflow …… #UE4 | @UNREALENGINE

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Workflow I have verified it in this house #UE4 | @UNREALENGINE

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Workflow https://www.youtube.com/watch?v=4xUAueQigbo I first converted the models into a set of StaticMeshes that can be simulated using the HoudiniEngine method shown in the video above #UE4 | @UNREALENGINE

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Workflow In the case of PhysX, I used about 2000 parts of StaticMesh #UE4 | @UNREALENGINE

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Workflow In the case of Chaos, I turned it into a GeometryCollection #UE4 | @UNREALENGINE

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Workflow In the case of PhysX(4.25.0) #UE4 | @UNREALENGINE

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Workflow In the case of Chaos(4.25.0) #UE4 | @UNREALENGINE

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Workflow …… #UE4 | @UNREALENGINE

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Workflow https://docs.unrealengine.com/ja/Engine/Chaos/ChaosDestruction/index.html #UE4 | @UNREALENGINE

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Workflow https://docs.unrealengine.com/ja/Engine/Chaos/ChaosDestruction/index.html Currently, Chaos is a Beta feature #UE4 | @UNREALENGINE

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Workflow Especially the behavior around GeometryCollection has been improved in each minor version #UE4 | @UNREALENGINE

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Workflow I'll talk more in-depth about Chaos another time #UE4 | @UNREALENGINE

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Workflow https://docs.unrealengine.com/ja/Engine/Chaos/ChaosDestruction/index.html If you want to touch it now, you can check out the official documentation #UE4 | @UNREALENGINE

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Workflow So, let's talk about the "Pre-destruction" workflow. Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Pre-destruction In the case of “Pre-destruction”, the destruction simulation itself must be created by each DCC tool #UE4 | @UNREALENGINE

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Pre-destruction This time I used Houdini #UE4 | @UNREALENGINE

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Pre-destruction https://www.sidefx.com/ja/products/houdini/whats-new-in-18/ Destruction features added in Houdini 18 make it very easy to build RBD simulations #UE4 | @UNREALENGINE

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Pre-destruction This is all you have to do It's not too difficult to simulate, as long as the model is Destruction-Ready #UE4 | @UNREALENGINE

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Pre-destruction https://www.sidefx.com/ja/products/houdini/whats-new-in-18/ Exporting simulation data is very easy with SideFX Labs #UE4 | @UNREALENGINE

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Pre-destruction When the destruction simulation is ready, I'll import it into UE4 and implement it #UE4 | @UNREALENGINE

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Pre-destruction The following three implementation methods were tested this time Pre-destruction Realtime-destruction FBX Niagara Alembic PhysX VAT Chaos #UE4 | @UNREALENGINE

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Pre-destruction FBX Alembic VAT These methods are implemented differently, but they look almost identical #UE4 | @UNREALENGINE

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Pre-destruction The characteristics of each method are explained below FBX Alembic VAT Data Size ? ? ? Performance ? ? ? Working Cost ? ? ? #UE4 | @UNREALENGINE

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FBX Let's start with FBX FBX Alembic VAT Data Size ? ? ? Performance ? ? ? Working Cost ? ? ? #UE4 | @UNREALENGINE

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FBX This is classified as FBX, but the implementation is bone animation with a skeletal mesh #UE4 | @UNREALENGINE

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FBX The destruction motion was created in Houdini and exported to FBX using "RBD to FBX" in "Side FX Labs" #UE4 | @UNREALENGINE

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FBX https://www.sidefx.com/ja/tutorials/game-tools-rbd-to-fbx/ For more information on "RBD to FBX“, please click here #UE4 | @UNREALENGINE

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FBX UE4 will automatically create bones on import if the object has an animation baked into it #UE4 | @UNREALENGINE

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FBX The rootbone is created at the origin, so be careful about animation accuracy and bounds #UE4 | @UNREALENGINE

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FBX I think one of the benefits of skeletal mesh animation is the ability to hit notify #UE4 | @UNREALENGINE

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FBX The fact that effects can be attached to bones and sockets is also very easy to use #UE4 | @UNREALENGINE

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FBX Another powerful advantage of skeletal mesh animation is the ability to compress the animation #UE4 | @UNREALENGINE

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FBX http://hogetatu.hatenablog.com/entry/2018/12/05/000944 Here's a very nice article on the details of animation compression #UE4 | @UNREALENGINE

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FBX I'm sure you can find more details in the article, but destruction is often fine even if the animation is rough. The bone hierarchy is also shallow, so you can use PerTrack to apply rough compression. #UE4 | @UNREALENGINE

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FBX And when it comes to performance, it's mainly CPU cost #UE4 | @UNREALENGINE

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FBX Animation update process processed in parallel in a task thread And when it comes to performance, it's mainly CPU cost #UE4 | @UNREALENGINE

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FBX GPU skinning update process processed by the render thread Animation update process processed in parallel in a task thread And when it comes to performance, it's mainly CPU cost #UE4 | @UNREALENGINE

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FBX Skeletal animation performance depends on the number of bones Please note that the GPU skinning update process is not parallelized #UE4 | @UNREALENGINE

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FBX So that's a very quick summary... FBX Alembic VAT Data Size ? ? ? Performance ? ? ? Working Cost ? ? ? #UE4 | @UNREALENGINE

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FBX So that's a very quick summary... FBX Alembic Data Size ○ Performance ? Animation compression ? is ○ possible, which is advantageous in long ? ? lengths Working Cost ? #UE4 | @UNREALENGINE ? VAT ?

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FBX So that's a very quick summary... Data Size FBX Alembic VAT ○ ? ? Performance ○ Working Cost ? #UE4 | @UNREALENGINE My concern is the cost of animation updates by the ? ? CPU and the cost of GPU skinning updates (It's ? not particularly heavy) ?

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FBX So that's a very quick summary... FBX Alembic VAT Data Size ○ ? ? Performance ○ Working Cost △ #UE4 | @UNREALENGINE ? are a lot of parts, ? the If there importing process is quite hard. The implementation procedure ? is?also reasonably large.

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FBX Here's what FBX looks like! FBX Alembic VAT Data Size ○ ? ? Performance ○ ? ? Working Cost △ ? ? #UE4 | @UNREALENGINE

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Alembic Then Alembic FBX Alembic VAT Data Size ○ ? ? Performance ○ ? ? Working Cost △ ? ? #UE4 | @UNREALENGINE

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Alembic https://docs.unrealengine.com/ja/Engine/Content/Importing/AlembicImporter/index.html First, please note that the Alembic importer is available by default, but it is “Experimental" #UE4 | @UNREALENGINE

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Alembic Also, Alembic offers three different import methods #UE4 | @UNREALENGINE

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Alembic In this case, I used the Geometry Cache #UE4 | @UNREALENGINE

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Alembic FBX Alembic VAT This is what it looks like when placed on a level #UE4 | @UNREALENGINE

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Alembic The destruction motion was created in Houdini as well as FBX and exported .abc in the "Alembic" node #UE4 | @UNREALENGINE

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Alembic The .abc file you create can be imported directly by dragging and dropping Materials are divided by face set. Don't forget to create your facesets. #UE4 | @UNREALENGINE

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Alembic Also, the Geometry Cache is slightly annoying in that you can't preview models or motions #UE4 | @UNREALENGINE

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Alembic The Geometry Cache Track in the sequencer makes it easy and convenient to preview. #UE4 | @UNREALENGINE

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Alembic FBX Alembic One thing to keep in mind with the Geometry Cache is the size of the data, which tends to be bloated #UE4 | @UNREALENGINE

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Alembic A large number of decoding processes being processed in render thread and task threads In addition, the processing load is high because all the vertices are manipulated, even though they are processed in parallel. #UE4 | @UNREALENGINE

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Alembic So that's a quick summary... FBX Alembic VAT Data Size ○ ? ? Performance ○ ? ? Working Cost △ ? ? #UE4 | @UNREALENGINE

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Alembic So that's a quick summary... Data Size FBX Alembic VAT ○ ✕ ? ○ ? ? △ ? ? Data size is heavy due to Performance the data per vertex Working Cost #UE4 | @UNREALENGINE

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Alembic So that's a quick summary... FBX Processing is heavy because データサイズ it is done per vertex ○ Alembic VAT ✕ ? Performance ○ △ ? Working Cost △ ? ? #UE4 | @UNREALENGINE

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Alembic So that's a quick summary... Data Size FBX Alembic VAT ○ ✕ ? ○ △ ? △ ○ ? Relatively quick import Performance process and easy export Working Cost #UE4 | @UNREALENGINE

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Alembic Alembic looks like this! FBX Alembic VAT Data Size ○ ✕ ? Performance ○ △ ? Working Cost △ ○ ? #UE4 | @UNREALENGINE

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VAT Finally, VAT FBX Alembic VAT Data Size ○ ✕ ? Performance ○ △ ? Working Cost △ ○ ? #UE4 | @UNREALENGINE

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VAT VAT stands for Vertex Animation Texture, a technique that uses a vertex shader to create an offset representation #UE4 | @UNREALENGINE

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VAT https://www.youtube.com/watch?v=bkZkW-Hblig https://www.youtube.com/watch?v=symBuKS8ArM At the above URL, Mr. Ikeda and Mr. Miyamoto explained the mechanism of VAT in detail, so please take a look at the lecture #UE4 | @UNREALENGINE

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VAT The destruction motion was created in Houdini as before and exported with Vertex Animation Textures ROP from Side FX Labs #UE4 | @UNREALENGINE

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VAT VAT textures should be set to uncompressed, linear and nearest after importing #UE4 | @UNREALENGINE

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VAT The VAT material is easy to create by simply copying and pasting the text from "Vertex Animation Textures ROP" into your editor #UE4 | @UNREALENGINE

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VAT FBX Alembic VAT When it comes to data size, VAT is quite reasonable when it comes to RBD #UE4 | @UNREALENGINE

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VAT There is almost no CPU load on VAT because it is basically all processed by GPU #UE4 | @UNREALENGINE

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VAT So, to briefly summarize... FBX Alembic VAT Data Size ○ ✕ ? Performance ○ △ ? Working Cost △ ○ ? #UE4 | @UNREALENGINE

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VAT So, to briefly summarize... Data Size Performance Working Cost #UE4 | @UNREALENGINE FBX Alembic VAT ○ ✕ ○ ○ △ ? △ ○ ? RBD has pixels per piece, so the data size is small.

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VAT So, to briefly summarize... Data Size Performance Working Cost #UE4 | @UNREALENGINE FBX Alembic VAT ○ ✕ ○ ○ △ ◎ △ ○ ? Processing load depends on the GPU If you're using a current gen console, VAT is generally considered to be the lightest

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VAT So, to briefly summarize... Data Size Performance Working Cost #UE4 | @UNREALENGINE FBX Alembic VAT ○ ✕ ○ Properly setting up and ○ △and managing materials ◎ △ ✕ textures is difficult Exports are also prone to problems ○

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VAT Here's what VAT looks like! FBX Alembic VAT Data Size ○ ✕ ○ Performance ○ △ ◎ Working Cost △ ○ ✕ #UE4 | @UNREALENGINE

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Workflow Don't quote me on this comparison, but just for reference... FBX Alembic VAT Data Size ○ ✕ ○ Performance ○ △ ◎ Working Cost △ ○ ✕ #UE4 | @UNREALENGINE

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Workflow Incidentally, if you put Realtime-destruction in here... FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ? Performance ○ △ ◎ ? Working Cost △ ○ ✕ ? #UE4 | @UNREALENGINE

156.

Workflow Incidentally, if you put Realtime-destruction in here... FBX Data Size ○ Performance ○ Working Cost △ #UE4 | @UNREALENGINE Alembic VAT PhysX Chaos ✕ ○ ◎ △ ◎ ? ○ ✕ ? Data size is small because it is calculated in real time

157.

Workflow Incidentally, if you put Realtime-destruction in here... FBX Data Size ○ Performance ○ Working Cost △ #UE4 | @UNREALENGINE Alembic VAT ✕ It's pretty tough to○ calculate tens of thousands of pieces of parts in real time PhysX Chaos ◎ △ ◎ ✕ ○ ✕ ?

158.

Workflow Incidentally, if you put Realtime-destruction in here... FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ◎ Performance ○ △ ◎ ✕ Working Cost △ ○ ✕ ◎ #UE4 | @UNREALENGINE It's very easy to not have to go back and forth to the DCC tool

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Workflow I guess it's something like this FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ◎ Performance ○ △ ◎ ✕ Working Cost △ ○ ✕ ◎ #UE4 | @UNREALENGINE

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Workflow I hope that you will choose the best method depending on your situation FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ◎ Performance ○ △ ◎ ✕ Working Cost △ ○ ✕ ◎ #UE4 | @UNREALENGINE

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Workflow By the way, in this example, I used FBX in Rigid Body FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ◎ Performance ○ △ ◎ ✕ Working Cost △ ○ ✕ ◎ #UE4 | @UNREALENGINE

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Workflow And for Soft Body, I used Alembic FBX Alembic VAT PhysX Chaos Data Size ○ ✕ ○ ◎ Performance ○ △ ◎ ✕ Working Cost △ ○ ✕ ◎ #UE4 | @UNREALENGINE

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Workflow FBX Japanese house The whole town (RigidBody) Alembic Pig Goodwill, etc (SoftBody) The reason for this is that I focused on implementation speed and didn't care about the processing load. (I was thinking of replacing it with VAT if it was too heavy.) #UE4 | @UNREALENGINE

164.

SoftBody By the way, SoftBody is easy to implement in Alembic or VAT #UE4 | @UNREALENGINE

165.

SoftBody https://www.sidefx.com/tutorials/game-tools-skinning-converter/ There is also a method of FBX called the Skinning Converter, so please try it out. #UE4 | @UNREALENGINE

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Scene production Now, I finally got the Pre-destruction implemented in UE4 Let's adjust the look and feel #UE4 | @UNREALENGINE

167.

Scene production First of all, regarding material assignment after importing destruction data #UE4 | @UNREALENGINE

168.

Automation with BP This time, I used the Editor Utility Widget to automate the assignment because it was a little complicated and there were many material types #UE4 | @UNREALENGINE

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Automation with BP It is very hard to manually assign dozens of materials, so for simple tasks, you can use BP's automation to your advantage #UE4 | @UNREALENGINE

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Automation with BP https://qiita.com/EGJ-Kaz_Okada/items/985b98fb934d751f4f69 http://kinnaji.com/ https://qiita.com/EGJ-Kaz_Okada/items/9f530db3b53d0fde3f20 A lot of people have been sending out a lot of information about Editor Utility Widget on the net. Thank you so much. #UE4 | @UNREALENGINE

171.

Effect Now that the look is somewhat better, the next step is effects #UE4 | @UNREALENGINE

172.

Effect Niagara Raymarching I used Niagara and Raymarching #UE4 | @UNREALENGINE

173.

Niagara I implemented Niagara with reference to Mr. Ikeda's book #UE4 | @UNREALENGINE

174.

Niagara Extract the position and direction of the impact from the destruction data created by Houdini. #UE4 | @UNREALENGINE

175.

Niagara I use the Niagara node of SideFXLabs to export and import as HCSV to UE4. #UE4 | @UNREALENGINE

176.

Niagara By using Niagara, it is easy to create effects that are compatible with a destruction simulation #UE4 | @UNREALENGINE

177.

Niagara https://www.unrealengine.com/ja/release-notes Niagara is Production-ready from 4.25 I hope you will take advantage of this opportunity #UE4 | @UNREALENGINE

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Raymarching Next, Raymarching #UE4 | @UNREALENGINE

179.

Raymarching https://shaderbits.com/ I'm grateful for Ryan's shaders #UE4 | @UNREALENGINE

180.

Raymarching There are materials in the Volumetrics plugin that you can use right away #UE4 | @UNREALENGINE

181.

Raymarching In this case, I wanted to move the smoke in 3D using Raymarching, so I created a 3D texture using sequential numbers #UE4 | @UNREALENGINE

182.

Raymarching The smoke simulation is performed in Houdini to match the destruction simulation #UE4 | @UNREALENGINE

183.

Raymarching Export the 3D texture in the Volume to Texture node of SideFXLabs #UE4 | @UNREALENGINE

184.

Raymarching I fed it to the render target of the Volumetrics material as a sequential number #UE4 | @UNREALENGINE

185.

Raymarching Scene capture was used to apply sequential numbering to the render target #UE4 | @UNREALENGINE

186.

Raymarching Uses Python to automatically create and align planes with sequential texture assignments #UE4 | @UNREALENGINE

187.

Raymarching You can reflect the sequential numbered textures to the render target by capturing the scene while letting them fade into the camera #UE4 | @UNREALENGINE

188.

Raymarching I didn't care about memory in this case, but I think it's a good idea to loop it, depending on the situation #UE4 | @UNREALENGINE

189.

Raymarching Also, Volumetrics has a real-time fluid simulation sample that you can try out as well #UE4 | @UNREALENGINE

190.

Material Next, a little trick with materials #UE4 | @UNREALENGINE

191.

Material I distorted it to give it a natural brokenness #UE4 | @UNREALENGINE

192.

Material The technique uses Pre-Skinned Local Position to skew the model when it is broken #UE4 | @UNREALENGINE

193.

Material The Pre-Skinned Local Position node is only available for skeletal mesh animations, but it is very useful #UE4 | @UNREALENGINE

194.

Material Even in the case of Alembic and VAT, it is possible to embed the positions before and after the breakage into the UV to create natural cracks #UE4 | @UNREALENGINE

195.

Material https://www.slideshare.net/EpicGamesJapan/ue4-139190798 Adding a dedicated UV to the edges is also a good idea if it's too tough to split the model #UE4 | @UNREALENGINE

196.

Shooting The construction of the destruction scene is overall complete, so I'll shoot from here #UE4 | @UNREALENGINE

197.

Shooting https://docs.unrealengine.com/ja/Engine/Plugins/VirtualCameraPlugin/index.html In this case, I used a virtual camera to add some natural camera shake #UE4 | @UNREALENGINE

198.

Shooting All you need to do is install the special app and plugin and you're ready to shoot #UE4 | @UNREALENGINE

199.

Shooting https://historia.co.jp/archives/7374/ I think adding a camera shake track is a good idea, as minor camera shake and other things will be corrected and disappear #UE4 | @UNREALENGINE

200.

Finishing touches The lighting and postprocess is basically the same as the Kyoto Asset setup #UE4 | @UNREALENGINE

201.

Finishing touches It's very easy to switch between day and night if the proper lighting settings are in place #UE4 | @UNREALENGINE

202.

Finishing touches Japanese Tim : Make the pig's eyes glow red !!! You will be able to respond flexibly to sudden changes from the director Japanese Tim : Great !!! #UE4 | @UNREALENGINE

203.

Finishing touches And so on ...... #UE4 | @UNREALENGINE

204.

Finishing touches Ta-dah! #UE4 | @UNREALENGINE

205.

Finishing touches Ta-dah! #UE4 | @UNREALENGINE

206.

Conclusion #UE4 | @UNREALENGINE

207.

Conclusion To create a destruction scene, you need a model that is DestructionReady Destruction should be planned #UE4 | @UNREALENGINE

208.

Conclusion To create a destruction scene, you need a model that is DestructionReady Destruction should be planned There are multiple workflows for destruction implementation in UE4 Choose the better one for your situation #UE4 | @UNREALENGINE

209.

Conclusion I hope that your destructive urges are legitimately resolved in UE4 #UE4 | @UNREALENGINE

210.

Conclusion Have a great life, God of Destruction! #UE4 | @UNREALENGINE

211.

Thank you very much for your attention #UE4 | @UNREALENGINE