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Project: [History - Thanks Paul]

‌9-Second Animation Technical Documentation (Unreal Engine 5.3)‌

▌Core Parameters

Duration: 9s/216 frames (24FPS)
Engine: UE5.3 (Lumen+Nanite enabled)
Key Assets:
• Warhorse Model: 8,742 polys (with muscle deformation Blendshapes)
• Building Models:
Colonial Era: LOD2 (1.2M polys)
Wasteland Version: LOD0 (3.7M polys + Nanite displacement)
▌Shot Design
‌00:00-02:14‌
• 35mm→28mm dolly zoom (constant horse scale)
‌02:15-04:08‌
• Volumetric Cloud Density: 0.8→0.2

Dissipation Curve: easeOutQuint interpolation
Wind Field: (0.3,1.2,0)m/s
Noise: 3-Octave Perlin Noise (Lacunarity=2.0)
‌04:09-06:00‌
• Building Morph:
vertex_offset = mix(colonial_mesh, wasteland_mesh,
smoothstep(105,144,frame));
if(vertex_move>0.7m) spawnDebris();
‌06:01-09:00‌
• Ground Cracks: World Position UV-driven
crack = fract(worldPos.x*0.2) * noise(worldPos.zy*5.0);
▌Material Comparison
[Colonial Era]
• Water Reflection: Planar Reflection + Screen Space Noise
• Window Lights: IES Profiles (800lux intensity)
[Wasteland Enhanced]
• Walls: Quixel 4K + Runtime Virtual Texture

Roughness: 0.85 + WindNoise*0.1
AO: RTXDI_ShadowMask
• Dynamic Stains: WorldPos.y>1.5m ? WindDir*0.3 : 0
▌Optimization
• Colonial Scene: Disable SSR, use simplified LODs
• Wasteland Scene: Enable RTXDI ray-traced shadows
• Shared Assets: Horse skeleton reuse (adjusted skin weights)
▌Audio Design
• Horse Hooves: Boston cobblestone convolution reverb