Genie in a Hull Effects
Effects Demonstration Room - UDK, Cascade, Photoshop
Responsible for all aspects.
A room demonstrating a group of particle effects I developed in UDK. I am responsible for all aspects of this piece.
This material makes use of Linear Interpolation, masks, and transition masks to create an aging effect. A single variable ranging from 0 to 1 called 'Fade Percent' determines the current point in the transition.
Rather than make a separate flame particle for the lanterns, I decided to take advantage of the shape of the glass object to create the illusion of a flame using the glass material itself. Obviously the solution has flaws, as the flame distorts based on the vertical angle that you look at it from, but overall I was very pleased with the effect.
This material uses a cloud map to manipulate the UVs of the texture creating a rippling effect.
This dust particle has three main dust emitters that help to distribute the particles more heavily towards the center, and more sparsely towards the edges. An additional emitter is used for the dust clouds. This particle is placed along the wood seams in the ceiling to create an illusion of someone walking above.
An initial debris burst emitter is used for the broken wood. Various water emitters are used for a variety of behaviors. Collision event generators spawn splash particles.