A new feature "Megalights" introduced in Unreal 5.5 version.
A turntable animation made with Unreal Motion Design plug-in.
Several implementations of Motion Design Plugin abilities.
A post process volume in HLSL for edge detection.
HLSL miniproject - A muliti-layer material with raymarching. The Colour crtiteria are split into RGB and a distortion effect is added at the end of the process.
A HLSL miniproject - managing custom texture packages, which I prepared in Gimp, with RGB channels by the custom switch nodes.
A HLSL miniproject - raymarching textures. Making muliti-layer 3D Depth illusion out of a 2D texture.
In this project I created raymarched sphere and donut shapes. I added light diffusion and specular highlights.
My first High Level Shading Language miniproject. It includes: a conversion of Blueprint nodes into a custom node,
sine and cosine functions dancing together on the circrle pattern and modifications of the functions with time.
A free look camera implemented with the Enhanced Input Controller.
A simple physics implemented to the character mesh to simulate a ragdoll behaviour.
A forest made with the Procedural Content Creation Framework. It uses a surface sequencers and static mesh spawners.
A piece of ocean made with the Landmass plugin. I used some tweaks of wavelenghts, amplitudes, etc. I also places some cubes to show the buoyancy effect.
A Spline-based camera movement (side-scroller) made with the Blueprints.
A tutorial how to make a Bodycam and use vignettes.
A tutorial how to make a Mirror.
A tutorial how to make a wind effet using the Quixel Bridge and the Foliage Tool.
This project is about health bar and combining it with fall damage.
In this project I set some height dependent tresholds. Character's health is decreasng by certain amout after falling.
In this project I set counters for diminishing amout of oxygene in the atmosphere. After O2 level is zero, character's health starts to decrease for a certain amount.
In this project the character leaves footprints depending on the direction of movement. The prints vanish after a certain delay.
This project is about testing chaos engine, different types of fracturing, polishing textures of cross section fileds of broken actors. Additionally I tested multi level fracturing to make objects breakable into smaller and smaller pieces.
In this project I made cutscene based on Automotive Bridge Scene.
In this project I made a simple cloak in Blender. Then I imported it into Unreal and added physics for more natural behaviour.
The main goal of this project is to spawn projectiles in the direction player is looking at. The method involves corelation of specific vectors. Project includes some logic function that are nested to make a nice and tidy blueprint chart.
The main goal of this project is to spawn projectiles in the direction player is looking at. The method involves corelation of specific vectors. Project includes some logic function that are nested to make a nice and tidy blueprint chart.