Shader Bits
HLSL and UE4 Development Blog

WORK EXAMPLES

Above: Terrain for UE4 Elemental Demo. Landscape, Lighting, Materials and Textures by Ryan Brucks.
This is a Random Sampling of some of my work from the past 13 years. The work shown will include some older work from the UT and Gears games but please note that due to a hard drive crash I lost most of the original high resolution source images from those games. As a result, all of the images shown from UT through Gears of War 3 are either from screenshots taken from the PC version or screenshots from gaming websites.

Work is ordered from most recent to oldest. Note that many images have a link to a youtube video below them.
UE4 McLaren Demo 2016
Left: Clear Coat Shader without 2nd normal, Center: Clear Coat Shader with 2nd normal map, Right: Photograph
Above: Engine Rendering work for Clear Coat Materials. Added a new option for 2nd normal map support to the Clear Coat Shading Model (C++). This was done by packing the second normal as an octahedron.  
Above: Larger view of Carbon Fiber Shader. Video available here:  https://youtu.be/iBnxyb7kyWs
UE4 Proto Star Demo
Ray Traced MetaBalls Shader for Android Galaxy Mobile Demo
Above: Initial Version of MetaBalls material based on "Cellular" reference.  https://youtu.be/w7XT9-UKJDI
These images are from a custom Ray Traced Meta Ball shader I wrote for the UE4 Proto-Star demo shown on the Samsung Galaxy S7. The shader included ray traced refraction and shading from neighbors. It was optimized to run on mobile by using a combination of vertex shaders and constraining the amount of neighbors to only 4 and leapfrogging the neighbor values as the cells merged.
Above: Alternate Style for MetaBalls.   https://youtu.be/ucPWrhwm-kI
Paragon
Above: Moss shader for Paragon by Ryan Brucks.
Above: Tiling dead needle leaf texture by Ryan Brucks. Uses Pixel Depth Offset for complex intersection with world geometry.
Above: Ray Traced Heightmap Cloud Material and Blueprint by Ryan Brucks.
Above: Foliage mesh created by Procedural Vine Blueprint by Ryan Brucks. Vine texture and material by Ryan Brucks. Ivy texture and material by Paul Mader. Video demonstrating procedural blueprint here:  https://youtu.be/4gBAOB7b5Mg
Above: Examples of Procedural Foliage created inside UE4 using Blueprint by Ryan Brucks.
Above: Demonstrating "Voxelized Overlap" feature of blueprint, whereby vines get sorted using age-based overlap checks. Material, blueprint and meshes by Ryan Brucks.
Left: Example Tree created by Procedural Foliage Blueprint by Ryan Brucks. Right: Example tree roots created using Procedural Foliage Blueprint with "Hand Edit Mode" enabled. Root Texture shown created by Shane Caudle. 
Top: Cinematic scene from Paragon Announce Cinematic before Procedural Foliage. Bottom: Same scene with the addition of foliage placed using Procedural Blueprint created by Ryan Brucks.
Left: Photoscanned tiling Pebbles texture (From Kite Demo). Right: Same Tiling Material with new Parallax Occlusion Mapping Shader written by Ryan Brucks. 
Above: ​Screen material with Parallax Occlusion Mapping by Ryan Brucks.
UE4 Bullet Train Demo
Above: De-Res Post Process affect for end of simulation.  https://youtu.be/w7XT9-UKJDI
Above: Created Content-Driven Object Reflections using Decal like approach. Right: Showing the effect of Deferred Scene Texure Lookup to modulate the UVs as well as the Mip Level to create a convinving effect.
Above: Created Content-Driven Character Reflections. Right: showing the geometry shapes used and the small impact on Shader Complexity.
Above: Material Based Dynamic lighting effect Faked for lights passing by in train tunnel. Used projection based math with texture masks.   https://youtu.be/Vt3qQdE8wg8
Above: Significantly optimized Character shader by creating an In-Engine baking tool that converted the multi-layered shader into a single set of textures. The before and after are identical but the shader complexity is significantly improved.
Above: Random Selection of "Techy" Textures created using UE4 blueprint based method. Used throughout various effects in the Bullet Train demo including the new standard UE4 Intro Logo for VR.
UE4 Kite Demo
Above: Shot from Kite Demo cinematic. This shot was a hand crafted blend of real world heightfield data from Scotland, New Zealand as well as hand edited shapes. Trees were created by Ryan Brucks but Grass and Rocks created by other artists (grass: Kendall Tucket, rocks: Kite Photomodelling team). Landscape materials and Lighting by Ryan Brucks.
Above: Early lighting and composition work on the prior shot by Ryan Brucks.
Above: Landscape layer breakdown from Siigraph 2015 Presentation "Behind the Scenes: Tech and Art of Epic’s open world demo" presented by Ryan Brucks and Brian Karis.
Left: Tree Billboards with shadows cast by distance fields. Right: New material billboard technique utilizing Pixel Depth Offset to match billboard receiver depth to the distance field representation to give accurate self shadowing in the distance. Depth textures were created inside of UE4 using a blueprint baking tool created by Ryan Brucks.
Above: Slide from "Behind the Scenes: Tech and Art of Epic’s open world demo" presented by Ryan Brucks and Brian Karis. A link may be posted soon here.
Above: Tiling Rock material by Ryan Brucks (photo source based). Landscape, materials, meshing, lighting by Ryan Brucks. This was a somewhat early test .
Above: Overall Landscape Composition, Material and Lighting test by Ryan Brucks
Above: Overall Landscape Composition, Material and Lighting test by Ryan Brucks
Above: Overall Landscape composition, lighting and material tests by Ryan Brucks
Above: Early Foliage Test for Kite Demo. Birch and Pine trees were hand crafted (except for Bark Texture from Photo Source). Ground Foliage all created quickly from CGTextures to create test content for the Procedural Foliage system designed for this demo. 
Above: River Material Test. Rock material in RiverBed was procedurally created by dropping rocks using a blueprint created by Ryan Brucks. Blueprint example shown here:  https://youtu.be/THYjderGFyM
Above: Wet rock slide test by Ryan Brucks.
Fortnite
Above: Hex Map work by Ryan Brucks. Created Blueprint system for seamlessly tiling and blending hexagon tiles including laying out art process for tile creation. Tiles were randomized and had multiple variants. Created cloud Fog of War system.   Created tile textures, additional texture polish by Maury Mountain. Building meshes by Bill Green.
Above: Tile Selection Highlight effect and world border fog by Ryan Brucks. 
Above: Desert Environment Prototype by Ryan Brucks. Models, textures, lighting by Ryan Brucks. Video of novel sprite dynamic shadow approximation technique used shown here:  https://youtu.be/-ZVOI_4hxCI
Zen Demo for Apple Ipad
Above: Cherry Blossom model and textures by Ryan Brucks
Above: Early tests baking Hi Poly Cherry Blossom to sprite clusters.
Above: Hi Poly leaf and texture maps by Ryan Brucks.
Above: Interactive Sand Raking area designed using blueprints by Ryan Brucks. 
Above: Sand and moss material by Ryan Brucks. General scene meshing by Paul Mader and Nick Donaldson. Bamboo by Josh Marlow.
Left: Flat Billboard foliage in foreground from CGTextures. Right: Hand Modelled replacement foliage by Ryan Brucks based on Black Walnut tree.
Above: Unlit emissive foliage shader for mobile performance. Used pre baked local depth map with ability to rotate light source and have mostly correct self shadowing.
Above: Cherry Tree by Ryan Brucks.
UE4 Infiltrator Demo
Above: Vista Terrain, Rock Meshes and Composition by Ryan Brucks. City Meshes and meshing by Paul Mader. Some City Building materials by Ryan Brucks (details below).
Above: ZBrush Cliff for Infiltrator City by Ryan Brucks.
Above: City Building material with Pseudo Random window light patterns and interior cubemaps. Video available here:  https://www.youtube.com/watch?v=0yXAvY0HA18
UE4 Elemental Demo
Above: Landscape geometry, materials and lighting by Ryan Brucks for UE4 Elemental Demo. Video here:  https://www.youtube.com/watch?v=dD9CPqSKjTU
Above: Alternate Snow/Grass version of Elemental Landscape by Ryan Brucks
Above: Landscape material tests by Ryan Brucks.
Gears of War 3
Note: Due to data loss, all Gears 3 images were taken from screen captures of video playthroughs and the quality of the images is not great as a result. The Gears 1 images are higher quality since they were taken from the PC version.
Above: Lighting, Materials and Level Meshing by Ryan Brucks. Highpoly modelling by Pat Jones.
Above: Lighting, Materials and light scene detailing by Ryan Brucks. Highpoly modelling by Josh Jay and Pat Jones.
Above: Lighting, Materials and Meshing and lowpoly modeling by Ryan Brucks. Highpoly modelling by Josh Jay and Pat Jones.
Above: Thick Smoke Column effects by Ryan Brucks.
Gears of War 2
Above: Level Meshing and Lighting by Ryan Brucks.
Above: Level Meshing and Lighting by Ryan Brucks.
Above: Level Meshing and Lighting by Ryan Brucks.
Above: Lowpoly meshes, Materials, Level Meshing and Lighting by Ryan Brucks. Additional Meshing and Lighting by Demond Rogers.
Above: Level Meshing, Materials and Lighting by Ryan Brucks. Additional Meshing and Lighting by Demond Rogers.
Above: Level Meshing, Materials and Lighting by Ryan Brucks.
Gears of War 1
Above: Level Meshing, Materials and Lighting by Ryan Brucks. Additional Meshing by Grayson Edge.
Above: Level Meshing, Materials and Lighting by Ryan Brucks. Additional Meshing by Grayson Edge.
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks.  Additional Meshing by Grayson Edge.
Above: Level Meshing, Materials and Lighting by Ryan Brucks.  Additional Meshing by Grayson Edge.
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. 
Above: Level Meshing, Materials and Lighting by Ryan Brucks. Additional meshing by Phil Cole.
Above: Level Meshing, Materials and Lighting by Ryan Brucks. Additional meshing by Phil Cole.
Unreal Tournament 3
Above: CTF-Reflection. Level Meshing and Lighting by Ryan Brucks. 
Above: DM-Gateway. Level meshing and lighting and effects by Ryan Brucks. 
Above: VCTF-Necropolis. Level meshing and lighting by Ryan Brucks. 
Unreal Championship 2
Above: DM-Praxis. Level Meshing, lighting and some lowpoly modelling by Ryan Brucks. Main asset modelling and texturing by Paul Jones and Maury Mountain.
Above: DM-Remnant. Level design, meshing, lighting and modelling by Ryan Brucks. Textures by Mike Buck.
Above: DM-Coldfusion. Level design, meshing, lighting and modelling by Ryan Brucks. A few meshes from Unreal Tournament 2004 were also used.
Above: Meshing and lighting and terrain material by Ryan Brucks. Models and textures by Paul Jones.
Unreal Tournament 2004
Above: DM-1on1-Albatross. Level Design, Modelling, Texturing and Lighting by Ryan Brucks.
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