So while working with UE4 for a month now i have created my very own foliage material shaders which look and run great but now im on to some of the more advanced systems i would like to tackle and i am not sure where to start or if its even possible.
My material consists of:
- Custom world offset Wind setup
- Alpha distance blending near/far
- Alpha culling
- Custom AO
- Diffuse
- Normal
- Faked SSS through opacity
- World offset Hue Variation
(Also just using the starter example world for testing, so default lights etc.)
Here is what i would like to accomplish next:
-
Player Touchbending:
- I looked at your “pivot painter” content example but i am utterly confused by it; i thought i set it up correctly but i cannot get the blueprint to work. Also this brings up a question do we have to use pivot painter or can touchbending be done completely through material setup?
I tried the “move objects out of players way” example from pivot painter content examples and it works in that map but not my own.
There seems to be some disconnect that is not clear from your example that just isn’t recognizing my player touching the material or objects.
-
Foliage Physics/Reacting
- I want my foliage to react to the environment around it: Realtime Wind, Explosions, Player. (For example: i shoot a rocket launcher or throw a grenade: i would love to see the trees, bushes and grass all sway and react to the force i just applied.)
-I would imagine pivot painter would be useful in this scenario? but i dont even know where to being to get this working in engine (materials, blueprints, collections, etc)
- I want my foliage to react to the environment around it: Realtime Wind, Explosions, Player. (For example: i shoot a rocket launcher or throw a grenade: i would love to see the trees, bushes and grass all sway and react to the force i just applied.)
-
Burn Shader
-As a final advanced setting it would be nice to see foliage catch on fire or at least burn when fire/explosions are applied or near.
-Maybe have the textures turn to a dark burnt version after a rolling fire texture plays out over it?
-Maybe even burn away the opacity so the entire object gets burnt away or some of it at least?
*These would be extremely nice to have working but again i just don’t know where to begin or if its even possible. If anyone could shed some light or point me in the right directions to get any of these scenarios working i would greatly appreciate it ;Thank you.