>> 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.