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Creating the Flood Effects in Uncharted 3
This session is a break down of one of the flood effects in Uncharted 3. It discusses how a fluid simulation was used to inspire the final look and how it was used to create an animated surface mesh that made it into the engine. It covers the particle techniques used to complete the look of the flood. Shader features for both the surface and the particles are covered, as are a couple of particle optimizations. The session concludes with the technique used to light the particles.
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