Geometry processing EUW which can reduce the triangle count, modify the voxel grid cell size, and UV bounds of a mesh. The purpose of the project is to take advantage of the mesh processing functionalities offered by UE5 blueprints. The process of programming this EUW relied on experimentation with different values and blueprints to see their effect on the mesh.
The Spherize algorithm can be calculated using the following formulas: Vector C = Vector A * Vector B, Vector B = ((b+d/b), and d=c*s. Vector C will be the final position of a vertex, Vector A is the distance from the mesh center to the mesh vertex, and Vector B is the multiplier that determines how far away from the center the vertex should be for the mesh to become a sphere. Vector B is calculated with the formula ((b+d)/b) where b is the distance from mesh center to mesh vertex. The formula to find d is d=c*s where c is the distance between the mesh vertex and the sphere vertex and s is the spherize percentage—the user input which determines how closely should the new mesh resemble a sphere.
A game of Black Jack programmed using Editor Utility Widget in UE5.
Procedurally generated brick patio with an adjustable number of rows, bricks per row, space between bricks in a row, and space between rows. The x, y, and z rotation can also be adjusted.
The purpose of this project was to further my knowledge of PBR material graphs by developing a speeder dashboard, create believable laser beams and engine particles using Niagara systems. The process involved experimentation with PBR graphs and Niagara systems to see what visual effects the different settings and options yield.
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