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.
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.
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.
- If you liked the sprite sheet trick from Oskar (putting UVs into a texture) you might like this article with more information of how this “re-mapping” can be used.
- I asked on Twitter about more ideas how to use textures. There are many cool tricks mentioned in he answers!
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: