When the tide comes in' - Unreal Engine 5.3 + Fluid Flux Showcase

It has been some time since I last had the time to dive into Unreal Engine for personal projects. But after I got Fluid Flux for a realtime project for LED Walls, I decided I just had to 'dive' into that realtime water. Fluid Flux is absolutely amazing and I'm very sure I will use this again both in personal and work projects. - I pulled a few tricks out of my hat for this video; mainly the procedurally animated cairns, a camera focus tracking on the top rock of one of the cairns and the volumetric fog add a lot to the atmospherics. I feel like here at least I succeeded in bringing more movement into my environments.

I hereby also feel like I'm going to leave Unreal 5.2 behind and become best buddies with 5.3. UE 5.2, you gave me metahuman animator, but every project I created with you was riddled with errors. Upgrading to 5.3 instantly fixed my rendering issues.

enjoy the calm and magic

Sam

Stage 1

Stage 1

Stage 2

Stage 2

Stage 3

Stage 3

One of my fave shots I ever did in Unreal, I think.

One of my fave shots I ever did in Unreal, I think.

Very fitting assets from Quixel.

Very fitting assets from Quixel.

I created a nice volumetric fog shader which I have applied on a cube low to the ground. It adds to the mystery and atmosphere I think.

I created a nice volumetric fog shader which I have applied on a cube low to the ground. It adds to the mystery and atmosphere I think.

Did someone say anamorphic DOF?

Did someone say anamorphic DOF?

I love how these lights highlight the awesome waves made in realtime by FluidFlux.

I love how these lights highlight the awesome waves made in realtime by FluidFlux.

I lerp'd a bunch of values together with different sizes of noise panning in world space, to have the lights illuminate in a wave-like manner.

I lerp'd a bunch of values together with different sizes of noise panning in world space, to have the lights illuminate in a wave-like manner.

Bonus shot, closer to the original work I did for a Samsung stand and IBC in Amsterdam, but with a lot of added elements. Trees, fallen or standing and the ground volumetric fog were not present in the original.

Bonus shot, closer to the original work I did for a Samsung stand and IBC in Amsterdam, but with a lot of added elements. Trees, fallen or standing and the ground volumetric fog were not present in the original.