Waterfall Diorama Breakdown

Published on January 19, 2022 2 min read

Introduction

This Waterfall Diorama was created as part of my polytechnic year 2.2 module assignment, 3D Environment(3DE), where I was tasked to create a diorama using modular low-poly models with a waterfall present within the diorama. The modular pieces were modeled and textured in Maya and Substance Painter.

Snapshots

Breakdown

I will now be doing a breakdown on how I've made certain aspects of this diorama.

Trees and Foliage

As I was looking for a Forest theme for this diorama, multiple low-poly trees and mushrooms were modeled and textured using a single texture atlas with only flat colours.

Model UV Screenshot
UV placement for all models

Swaying grass

To make the environment look abit more interesting, I placed multiple grass across the diorama that has a shader that displaces each vertices based on a gradient noise value.

As I was unfamiliar with shader programming, I made use of Unity's shader graph to create the shader with the help of Brackeys Grass Shader tutorial.

Grass Sway Shader Graph Screenshot
Grass Sway Shader Graph

Waterfall

The waterfall itself has 2 parts, the shader and the mesh.

Shader

Creating the shader itself was pretty straight forward with 3 simple steps:

Waterfall Shader Graph Screenshot
Waterfall Shader Graph

Mesh

The way I have created the waterfall mesh are as follows:

Waterfall UV Layout Screenshot
Waterfall mesh UV layout

Interactive Water

The final aspect of the diorama is to add water interaction the moment the player enters the water. By referencing a tutorial created by MinionsArt, I was able to create the interactive water by writing a script and using Unity's Particle System.
Download this documentation instead to setup the Interactive Water.

Additional Resources

Brackeys Grass Shader

Interactive Water Tutorial