Website powered by

Puddle - technical art

Blueprint:
Components: particle system, Decal, plane
Construction Script: with a variable, that is set to “public“, the puddle can be deactivated.
Event Graph: in this section the waves of the water drops are timed. Additionally through an extra time function the master material from the Decal can be controlled.
--------------------
The grayscale textures were not packed for the puddle and particle effects, so that for the demonstation purpose everything is well arranged. To optimise performance for example a game single textures would be packed.
--------------------
Concrete textures are from Quixel Megascans.

Growing puddle | time lapse

Camera angle addicted opacity

Puddle ripples

Puddle ripples

Puddle ripples

Water drops with disabled puddle

Blueprint | Event Graph | not FPS addicted

Blueprint | Event Graph | not FPS addicted

Particle  system

Particle system

Master material | water drops decal

Master material | water drops decal

Material instance | water drops decal

Material instance | water drops decal

Master material | water drops decal plane

Master material | water drops decal plane

Material instance | water drops decal plane

Material instance | water drops decal plane

Puddle textures

Puddle textures

Ripples | normal

Ripples | normal

Water drop effects | masks

Water drop effects | masks