Just a quick update on the random functionality I implemented for the Vector Fields in the last post:
The random data I was generating was previously overwriting the values imported for the vector field.
I’ve refactored it so that “Random” is a new “Modifier” component, which means it can be blended in with existing vector field data, e.g flow data baked out of Maya, other Modifier components I’ve implemented.
I’ve also set up a really basic blending between two random data seeds, to have a simple animated random vector field (rather than the previous approach).
Less words, more video!!
Towards the end of the video, I turn on the original Motor component, which starts blending with the randomness.
Probably worth mentioning that all components by default can be controlled by blueprints (because UE4 is awesome), so it would probably only take a few hours of a non-programmers time to:
Oh, also, I bumped the number of particles up to 48 000, for giggles.
I can actually push it up to about 100 000 before it struggles, which is pretty neat for a 4 year old graphics card (560 ti)! 🙂