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Unreal Engine Blueprint System - Infinite Range Flow Map

Here's a blueprint system that allows you to capture flow map locally around your player using a 'stamp' system. It's available as a Tier 2 reward on my Patreon: https://www.patreon.com/GhislainGir

Tutorial/breakdown of the technique.

Quick demo.

Here, stamps are used to create a directional flow on top of radial flows around those cylinders.

Here, stamps are used to create a directional flow on top of radial flows around those cylinders.

Flow can be seen from quite far. This can be changed via settings.

Flow can be seen from quite far. This can be changed via settings.

Stamps can be placed anywhere in the world. The system will pick them up automatically. We can choose a material to dictate which kind of flow to paint and the overall strength.

Stamps can be placed anywhere in the world. The system will pick them up automatically. We can choose a material to dictate which kind of flow to paint and the overall strength.

Here's a very powerful radial flow.

Here's a very powerful radial flow.

Here's an even powerful texture-driven flow. Water looks metallic because the shader is garbage but you get the idea :)

Here's an even powerful texture-driven flow. Water looks metallic because the shader is garbage but you get the idea :)

Each stamp have a quad on which an additive material is drawn. Those are visible to scene captures only.

Each stamp have a quad on which an additive material is drawn. Those are visible to scene captures only.

This is what's captured from above by a scene capture component. This is the near-flow which captures a small area around the pawn for increased details.

This is what's captured from above by a scene capture component. This is the near-flow which captures a small area around the pawn for increased details.

Then there's a far flow capture to render much more distant flow but at a much lower resolution.

Then there's a far flow capture to render much more distant flow but at a much lower resolution.

Near and far flow textures are blended based on distance so you can still get a very decent resolution with two very low resolution render targets and large capture area