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Water scenery

I took this work as a basic reference.
https://www.artstation.com/artwork/DvAm19

I am glad to present my personal project! This is mostly technical art rather than environmental design. My main purpose was to create a proper game-ready water shader without using fluids or ready-made solutions. Additionally, I wanted to test the PCG system in the Unreal Engine and found it very convenient. For the fish, I chose a simpler and more predictable, yet still procedural, Niagara solution rather than a full-scale Boid system. I learned a lot from this project and look forward to creating more!

Main scene

Water Shader:
-Completely seamless flipbook shader
-Custom caustic shader
-Heightmap foam with adjustable parameters
-Object-based foam with adjustable parameters.
-Baked ocean modifier in Blender.
Heightmap specular

Water Shader:
-Completely seamless flipbook shader
-Custom caustic shader
-Heightmap foam with adjustable parameters
-Object-based foam with adjustable parameters.
-Baked ocean modifier in Blender.
Heightmap specular

Environment PCG Graph:
-Procedurally generated, excluding three main rocks.
-Foliage masking.
-Utilizing Quixel assets with slightly customized materials.

Environment PCG Graph:
-Procedurally generated, excluding three main rocks.
-Foliage masking.
-Utilizing Quixel assets with slightly customized materials.

Fish Boid:
-Niagara system with two emitters for small and big fish.
-Includes a custom function to prevent surfacing.
-Obstacle avoidance.

Fish Boid:
-Niagara system with two emitters for small and big fish.
-Includes a custom function to prevent surfacing.
-Obstacle avoidance.