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View, browse and sort the ever-growing list of sessions by pass type, topic, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Creating Paintable Fog and Dynamic 3D Flow Maps for 'Gears 5'

James Sharpe (Lead Technical VFX Artist, The Coalition)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: All

On Gears 5 one of the big new technologies that came online for us was volumetric fog. This created many new possibilities but also some complex challenges such as how to create break up and localize control over density without incurring a heavy memory or performance overhead. Through our development of dynamic '2.5D' volumetric textures we were able to deliver a flowing poison gas time pressure mechanic for our Escape game mode and other volumetric effects very cheaply. This talk will go over our approach to authoring Volume Fog manipulation tools, managing prebaked and dynamic fog systems, and rendering the volume fog efficiently using UE4.

Takeaway

Attendees will get an insight into how they can cheaply create complex dynamic volumetric imagery through simple shader tricks and efficient texture usage.

Intended Audience

Anyone with an interest in how best to leverage volumetric shaders, raymarching or general shader tricks will get something out of this talk.