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Read the article or watch the movie. Both contain (almost) the same content.
I did not embed the video directly to avoid any tracking from Google and complications with the DSGVO.
Grand Theft Auto V has some nice fountains which I would like to present you – but sometimes it’s a bit hard to admire them in the game:, (
It can be equally hard to put nice water effects into a game. One reason for this is, that water has an always-changing surface-topology .
While the polycount for e.g. a cloth-simulation stays consistent (and the vertices “just” need to be moved around) every frame of a water-simulation has a different amount of polygons / vertices:
In case you think: “Well… that’s water, so what?” I would like to underline, that having a nice volume and / or silhouette for the water is not that easy – and in the example above we have a both !
To illustrate the problem: For water-effects often a water-texture is moved along a flat surface which sometimes works very well. Here, is a great example which we shall name:
But if try to mimic the
“Wormy Fountain”
Of course, you could use a geometry with some volume instead of a flat plane. Luckily, GTA offers an example for that as well. I’m introducing to you – last but not least:
Here we have a geometry which some volume which works perfectly fine from any angle but there is a “but”.
Here comes the “but”.
But the silhouette is very static and not as dynamic as we saw it on the “Wormy Fountain”. Let’s look at the effect again:
Looks very good from all angles and has a nice dynamic silhouette, does it ?
The secret behind this water-stream is called: Spline with camera-facing quads .
The polygon-ribbon is re-orienting itself toward the camera and with that you ‘ ll never see, that it’s actually a flat polygon-stripe. Only when you look at it from very extreme angles , you might see some artifacts:
You may have seen similar techniques in other areas for example on the Home World Trails or from the Company of Heroes flame thrower (see image below), but I thought making a fountain with that is very creative so I had to share it with you guys. 🙂
Here is the texture which was used in GTA:
I have no idea what these smaller geometries are for… they are not visible in the game:
This effect inspired me (together with other influences like this great talk about loopable liquids in Mortal Combat – careful , the talk also features many blood effects!) an idea in my mind: If a simple moving texture on a polygon-trail / spline already looks so nice, could this work even better with a tileable mesh moving along a spline ?
To test this, I made a small side-project:
It uses two tileable meshes (generated in Houdini) and 5 instances of each run along a spline. If you want to see the full breakdown , I put everything together on my Artstation post .
Thanks for reading my article.
And never forget:
Update 1
Update 2
Wyvery
and Luos just mentioned that it’s not really a trail but more a spline with camera- facing quads Thank you for the hint! 🙂
In Unreal there is a Spline Thicken ”-Node
to use this technique eg for cables but Luos also told me that he likes to use it for his soul coasters .
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