I gave this talk at the Digital Art Conference 2017 and it’s about how Textures can be used for other stuff than color. Almost all the content is based on a game I had the pleasure working on: The Invisible Hours from Tequila Works.

Below the video you’ll find a lot of extra content.


Extra Content

Further information related to the talk can be found here. I prepared some tutorials and experiments which might be interesting to you if you liked the content of the talk.

Assets

I was allowed to publish the materials/meshes for the smoke, rain and the leaves. If there are problems with assigning material functions and textures, please have a look at the pictures which show how the materials are setup.

Unreal Assets Zip Archive
Leaf Material (Picture)
Rain Material (Picture)
Smoke Material (Picture)

Text

Videos

Another great usecase for vectors in textures are flow maps! Here I describe how you have to setup a flow map material in Unreal:

Here you see an experiment I’m doing storing two images into one color channel of a texture which I mentioned during my talk:

This video helps when you want to use Unreal to write the position of an object (like our cigarette) into a render target:

Update 1
I recorded a little video about how to re-create the adapting foliage in Unreal: