Saturday, 1 November 2025

COMMON ART W10

M_Waterfall is set to Translucent blend mode under the Surface domain with Unlit shading for efficiency and control, uses Texture Coordinates modified through multiple operations to pan the UVs vertically, representing downward water flow. A Dynamic Parameter allows particle systems to drive animation speed and distortion scale in real time. Two sets of Lerp and Multiply nodes blend between lighter and deeper tones of blue, giving the material depth and a shimmering effect. The Emissive Color output is tied to a combination of particle color and brightness control, producing glowing highlights that mimic sunlight reflection. The Opacity output is modulated by sine-based waves to simulate transparency variation as the water moves.

NS_Waterfall contains two emitters using the custom material. Each emitter spawns particles from a sphere location and applies linear downward velocity to emulate gravity-driven water flow. The Dynamic Material Parameters module connects to the material’s dynamic inputs, enabling animation speed and color variance per emitter. The Align Sprite to Mesh Orientation ensures the particle planes always face the camera, keeping the waterfall visually coherent from all angles. By layering two emitters slightly offset in timing and scale, the system achieves a more natural “sheeted” water appearance with subtle parallax.

P4V


Thursday, 23 October 2025

COMMON ART W9

 PortalGate FX







Descriptions:
>>>using a Niagara particle system combined with a custom unlit material. The effect represents a swirling dimensional rift. It blends animated distortion, radial gradients, and emissive glow.

   >>>M_Portal is designed for translucent rendering with dynamic emissive intensity and displacement: VectorToRadialValue node converts UV coordinates into polar space, allowing rotational distortion instead of linear flow. The Dynamic Parameter connects to the Niagara system, controlling distortion strength and panning speed interactively. A Panner node drives the swirl texture over time, creating rotational turbulence across the surface. RadialGradientExponential nodes define the portal’s falloff and edge glow—one controlling inner opacity, the other emphasizing emissive density near the boundary. These gradients are multiplied and blended using Lerp, Multiply, and Power nodes to modulate transparency and emissive brightness based on distance from the center. The Particle Color input is used to tint the final emissive output.






   >>>NS_Portal consists of three emitters: The two Minimal emitters generate the main portal disk layers. They use the M_Portal and dynamic parameters to animate swirl speed and emissive intensity over time. The Fountain emitter continuously spawns particles in a torus shape with upward velocity and UV animation. This layer adds energy sparks and soft mist trails emerging from the portal’s rim, increasing depth and dynamism. The combination of burst and continuous emitters ensures both structural presence and ongoing motion. All emitters use Align Sprite to Mesh Orientation for consistent visual facing and employ Dynamic Material Parameters to sync animation phases.

P4V Proof


Monday, 15 September 2025

UE5 ASSIGN FOR 3D #3

 Rendering Shot in ZB














Sequencer






Result



BP INTRO ASSIGNMENT

=== Dynamic material BP actor ===

Cube MAT BP --- 2 Different MAT




Sequencer --- Controls Material Parameter




Level BP --- Input G Command


Automatic Door Collision Box + Timeline


Automatic Door BP




Wednesday, 20 August 2025

VRM ORIGINAL CHARAKTER

Introducing virtual reality model avatar I created, packaged as a VRM file and compatible with webcam for motion capture.


VRM's emotional range---driven in real time by webcam

ZBRUSH MONSTER SKULPTING

Playing with clay is fun but time-consuming, I am okay with the high-poly model especially the head, but the texture and renderings are kinda suck, I should remake that.