Creating assets from with pictures. Meshroom
To optimise your asset, you could use Proxy Geometry Tool?
Using the proxy geometry tool
The dynamic water system on land is programmed as a blueprint.
BP_Watersystem contains both the logic and the assets of the water system. The backbone of the BP_Watersystem is a spline with points. The points represent a change in the water system, for example: input discharge, different structure (pipe, channel, weir..), different dimension. So each point (=Node) is connected with the database WaterSystemData. So in between 2 points (=branch) of the backbone spline, everything is the same, based on the information of the downstream point.. Spline and point represent the bedlevel of the structure.
Index 0 spline is downstream
Al the programming is done in the so called construction script. This is a cool feature of Unreal Engine. Al programmed calculations can be done in the editor. It is for example not necessary to run the game, to see what waterlevels will occur. They are already calculated in the editor.
Some general Notes:
I find the most difficult.
Albedo is the characteristic color of an object. More precisely, it is the bi-hemispherical reflectance of a surface. It is view independent and is more commonly named diffuse.
Reflection = on the surface
Diffusion = Out of the material ( Diffuse Light”, “Diffusion”, “Subsurface Scattering” ) . The absorption and scattering of diffuse light are often quite different for different wavelengths of light, which is what gives objects their color (e.g. if an object absorbs most light but scatters blue, it will appear blue). The scattering is often so uniformly chaotic that it can be said to appear the same from all directions – quite different from the case of a mirror!
Translucency & Transparency = different diffuse colour at different depth material? Skin for example.
Energy Conservation : reflection and diffusion are mutually exclusive.
Metals: Electrically conductive materials.
Firstly, they tend to be much more reflective than insulators (non-conductors). Conductors will usually exhibit reflectivities as high as 60-90%, whereas insulators are generally much lower, in the 0-20% range. These high reflectivities prevent most light from reaching the interior and scattering, giving metals a very “shiny” look.
Secondly, reflectivity on conductors will sometimes vary across the visible spectrum, which means that their reflections appear tinted. This coloring of reflection is rare even among conductors, but it does occur in some everyday materials (e.g. gold, copper, and brass). Insulators as a general rule do not exhibit this effect, and their reflections are uncolored.
Finally, electrical conductors will usually absorb rather than scatter any light that penetrates the surface. This means that in theory conductors will not show any evidence of diffuse light. In practice however there are often oxides or other residues on the surface of a metal that will scatter some small amounts of light.
Fresnel: refers to differing reflectivity that occurs at different angles.
Specifically, light that lands on a surface at a grazing angle will be much more likely to reflect than that which hits a surface dead-on. This means that objects rendered with a proper Fresnel effect will appear to have brighter reflections near the edges.
The first is that for all materials, reflectivity becomes total for grazing angles – the “edges” viewed on any smooth object should act as perfect (uncolored) mirrors, no matter the material. Yes, really – any substance can act as a perfect mirror if it is smooth and viewed at the right angle! This can be counterintuitive, but the physics are clear.
The second observation about Fresnel properties is that the curve or gradient between the angles does not vary much from material to material. Metals are the most divergent, but they too can be accounted for analytically
There is one big caveat for the Fresnel effect – it quickly becomes less evident as surfaces become less smooth
Microsurface: Most real-world surfaces have very small imperfections: tiny grooves, cracks, and lumps too little for the eye to see, and much too small to represent in a normal map of any sane resolution. Despite being invisible to the naked eye, these microscopic features nonetheless affect the diffusion and reflection of light. Microsurface detail has the most noticeable effect on reflection (subsurface diffusion is not greatly affected and won’t be discussed further here)
This measure is often referred to as “Gloss”, “Smoothness”, or “Roughness”.
When the equations are properly balanced, a renderer should display rough surfaces as having larger reflection highlights which appear dimmer than the smaller, sharper highlights of a smooth surface. It is this apparent difference in brightness that is key: both materials are reflecting the same amount of light, but the rougher surface is spreading it out in different directions, whereas the smoother surface is reflecting a more concentrated “beam”:
Further, an investigation of real world materials will show that reflectivity values do not vary widely
Microsurface properties have other subtle effects on reflection as well. For example, the “edges-are-brighter” Fresnel effect diminishes somewhat with rougher surfaces (the chaotic nature of a rough surface ‘scatters’ the Fresnel effect, preventing the viewer from being able to clearly resolve it). Further, large or concave microsurface features can “trap” light – causing it to reflect against the surface multiple times, increasing absorption and reducing brightness. Different rendering systems handle these details in different ways and to different extents, but the broad trend of rougher surfaces appearing dimmer is the same.
Material World Position
Notes with the video
|Formulas used in the Virtual World. For more theory|
In the case of type = trapezium