Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
Infinity Weather | Blueprints
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[Video] [Demo]

Displacement:

  • configurable displacement capture blueprint
  • top-down projection of displacements rendered using shape definition in the shader (sphere, capsule, box, cylinder, decal, trace-sphere)
  • skeletal mesh displacement supports
  • interface for easy integration with all types of actors
  • area of displacement move dynamically with the actor or camera 
  • time-based accumulation of snow
  • displacements can be used for multiple other effects (like grass interaction)
  • displacement material functions ( snow, mud, sand, grass)
  • small world texture (1024x1024) can handle even 150x150m area

Post-process:

  • two materials with fast dynamic switching between material permutations 
  • post-process effects (raindrops, frozen, sharpen/blur)
  • pre-translucent effects (rain circles, heat haze, experimental glitter)
  • reacts dynamically on weather conditions
  • supports character and sequencer camera

Footstep:

  • notify based footsteps detection system
  • example footstep types (SFX, VFX) snow, rain, mud
  • physics material support
  • configurable footstep component adjustable per character
  • footstep volumes with priorities and conditional spawning

Precipitation:

  • defined effects snow, rain, dust, hail
  • GPU friendly and efficient, implemented on single material and mesh.
  • up to 65000 particles per emitter with high-performance
  • occlusion maps
  • crossfade wind and rain sound effects

Technical Details

Landscape:

  • basic example materials (snow, mud, sand)
  • advanced landscape material prepared for mixing displacement and dynamic weather.
  • virtual texturing and layered landscape materials.
  • multiple example ground layers (rock, grass, mud, sand)

Environment:

  • weather controller actor
  • spherical volumetric fog area and atmosphere and temperature
  • weather surface material function (snow/wet layer)
  • spline-based rainbow mesh with camera facing,
  • water puddle decal
  • directional light clouds shadow reacts on wind direction.
  • wind reactive effects like precipitation, ground dust, flag, trees, bushes, grass, emitters
  • example maps: Snow, Sand, Rain, World
  • character reaction to strong wind


Documentation

Discord

Roadmap


Blueprints: 31

Materials: 33 + 39 instances, (52 functions)

Sounds: 37

Textures: 45 (free starter pack textures included)

Emitters: 5

Size: 174mb + 68mb (demo content)

Replication: Yes v1.1

Platforms: PC/Console, Windows/Mac

Open world: I believe so. Not tested yet on huge maps but I will.

Mobile: Limited (no displacements, no post-process)


Notes: Package contains example content (Textures and Environment/Meshes) from Starter Content used only for demonstration purposes. 

I am ready for your requests. Remember that your positive rating and comments are my fuel for the next update.