>> Real-time technology is changing industries
across the spectrum.
Wherever the need for high fidelity,
photo realistic visuals, proven performance,
or interactive experiences, Unreal Engine
provides a solution as the world's most open and advanced
real-time development platform.
Adding to the infinite creative possibilities,
Unreal Engine employs a powerful dynamic physics and destruction
system with Chaos Destruction.
With Chaos, users can achieve cinematic quality visuals
in real-time in scenes with massive scale
levels of destruction and unprecedented artist
control over content creation.
The Chaos Destruction system is a collection
of tools within Unreal Engine that provides several core
benefits, including a quick and intuitive workflow allowing
artists to quickly learn, develop, and rapidly create
stunning dynamic effects.
Real-time performance.
Real-time performance not only benefits
to playback, it also empowers creators to develop
and simulate, seeing the results immediately on screen
as they work.
In addition, Chaos is not dependent on specific hardware
coding.
Meaning that the simulations can be produced
and played back on any capable performance GPU.
Before we dive into a demonstration,
let's explore the technology behind Chaos.
Destruction within the Chaos system
starts with a new kind of asset called a Geometry Collection.
This is where the destructive piece or pieces are defined.
Once you have your Geometry Collection,
inside the fracture editor, you can choose the type of fracture
to perform and the settings used to perform that fracture.
Clustering and performance-- this
is a way of collecting how the fractures will behave,
and to what extent.
These can be further combined to increase more dynamic results.
The field system within the Chaos Destruction tools
is a way of directly affecting a physics simulation
by occupying a region of space with varying parameters
in order to produce different behaviors or breakage effects.
Anchors can be used to lock portions of a Geometry
Collection in place, while the rest of the Geometry Collection
breaks apart.
Chaos solvers within the Chaos Destruction system
can store important data, such as a list of collision,
breaking, and trailing events as the simulation runs.
Niagara, Unreal Engine's high performance particle system
for creating high quality effects such as smoke, dust,
water, and fire,
can take the Chaos data and utilize
this in a multitude of ways.
Here we see Chaos and Niagara working together
to generate destruction, smoke, dust, and additional debris
pieces as the simulation runs.
So how does Chaos work?
Well, let's take a look at an overview
of how Chaos works in-editor.
Starting with a piece of geometry-- in this case,
a simple cube--
we can access the Chaos fracture editor
to add our object to a Geometry Collection,
or Chaos' way of defining items to be destroyed.
Playback the scene, and we now have
some basic physics applied.
But let's add some dynamics now.
Selecting the cube and using the default settings,
we hit the Fracture button, and we now
have a cracked and shattering object.
Adjusting attributes, such as mass and density,
is quick and easy.
Let's now take this a step further, and apply
Chaos to a building model example.
Here progressing the same process further along,
we can adjust the overall damage threshold,
and apply things like anchors to control,
customize, and add some randomness
to the overall physics.
Of course, like everything else in Unreal Engine,
we can develop this in infinite directions.
Here, we're using Blueprints to apply forces and effect
damage in a localized area.
So there we have a brief look at Unreal Engine's next generation
high performance physics and destruction system with Chaos.
Unreal Engine is the world's most open and advanced
real-time 3D creation platform.
Continuously evolving to serve not only its original purpose
as a state-of-the-art games engine,
today it gives creators across multiple industries,
the freedom and control to deliver cutting-edge content,
interactive experiences, and immersive virtual worlds.