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    <loc>https://www.overdraw.xyz/blog</loc>
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    <lastmod>2023-06-18</lastmod>
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    <loc>https://www.overdraw.xyz/blog/2019/11/16/working-with-volume-textures-in-unreal-engine-4-01ouz</loc>
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    <lastmod>2022-06-29</lastmod>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
      <image:caption>GIF taken from Ryan Bruck’s blog post.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1573969940419-GDCUJ151K5J3RBTKQEG9/Voronoi+Noise.PNG</image:loc>
      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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    <image:image>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1574301138549-R8T9W8J2QR9FC93ECBOY/example1.PNG</image:loc>
      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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    <image:image>
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      <image:title>Blog - Working with Volume Textures in Unreal Engine 4</image:title>
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  <url>
    <loc>https://www.overdraw.xyz/blog/2019/3/24/a-practical-approach-to-creating-glass-materials-for-physically-based-rendering</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2020-04-06</lastmod>
    <image:image>
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      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1553490649681-RA0X3QNVFMYI50I2WRKV/Material+at+a+glance.PNG</image:loc>
      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
      <image:caption>The final material at a glance. You can use this image to get your bearings when looking at the closeups below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1553489979415-GJIVNYHFCS9FZDCBJ3UN/Glass+and+Dirt.PNG</image:loc>
      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
      <image:caption>Glass and Dirt Sub-materials</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1553490164762-J66LYQ68IVUUDIYDPDY3/Grunge+Mask.PNG</image:loc>
      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
      <image:caption>Grunge Map Sampling and Bump Offsetting</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1553491796466-TL1ZYXKNIWRJW3O993F9/Inverse+Edge+Mask.PNG</image:loc>
      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
      <image:caption>Inverse Edge Mask to help break up glass panes if needed.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
      <image:caption>Mask Adjustments</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1553490584456-YDBP3KR9XOJLPG8KPFYO/Spiral+Blur.PNG</image:loc>
      <image:title>Blog - A Practical Approach to Creating Glass Materials for Physically Based Rendering</image:title>
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  <url>
    <loc>https://www.overdraw.xyz/blog/2018/10/29/fluid-morph</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2019-02-03</lastmod>
    <image:image>
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      <image:title>Blog - Fluid Morph</image:title>
      <image:caption>You can see here that the node graph is pretty basic - it’s just 5 iterations of the same node expressions which you can see below.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Fluid Morph</image:title>
      <image:caption>An example of one of the iterations. We run a vector morph with a blurred version of the curl map (The blur amount is Viscosity). Then we blur the result by the divergence mask (See below) - and that gives us our diffusion. Then we pass it along to the next iteration.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Fluid Morph</image:title>
      <image:caption>Inside the Pixel Processor node, i calculate absolute divergence. All this does is calculate the absolute slope of the x and y components of the normal map, then add them together and divide by the inverse of the texture size. This gives me a nice mask where the white values correspond with areas of high fluid movement, where areas of no fluid movement remain black. To be honest this might be overkill and there could be an easier way to approximate this, but whatever. This mask is used to mask the diffusion blur - so the more intense the vector field is, the more diffusion happens!</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Fluid Morph</image:title>
      <image:caption>Example of using curl noise to add interesting decorative patterns to a tiling floor texture.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Fluid Morph</image:title>
      <image:caption>Anisotropic Noise Fluid Warped by Gaussian Noise</image:caption>
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    <loc>https://www.overdraw.xyz/blog/2018/10/23/curl-noise-and-fluid-morph</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-10-27</lastmod>
    <image:image>
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      <image:title>Blog - Curl Fields in Substance Designer</image:title>
      <image:caption>Example fluid sim from Google Images.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Curl Fields in Substance Designer</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1540338069244-H2UQIVFOJXMSYDZW77YS/CrystalCurl.PNG</image:loc>
      <image:title>Blog - Curl Fields in Substance Designer</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1540338069241-ALM4F24VNAVY1ZO3YGQA/PyramidCurl.PNG</image:loc>
      <image:title>Blog - Curl Fields in Substance Designer</image:title>
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    <image:image>
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      <image:title>Blog - Curl Fields in Substance Designer</image:title>
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      <image:title>Blog - Curl Fields in Substance Designer</image:title>
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    <loc>https://www.overdraw.xyz/blog/2018/7/17/using-cellular-noise-to-generate-procedural-stars</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-10-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1532196629798-0N9IO3Z1TMN4DHOD51H6/starrysky</image:loc>
      <image:title>Blog - Procedural Star Fields</image:title>
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    <image:image>
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      <image:title>Blog - Procedural Star Fields</image:title>
      <image:caption>Procedural Star function graph. UE4</image:caption>
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    <loc>https://www.overdraw.xyz/blog/2018/7/14/creating-fbm-noise-with-the-fx-map-node</loc>
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    <priority>0.5</priority>
    <lastmod>2018-07-21</lastmod>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Initial Graph</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - FX-Map Properties</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Euclidian</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Minkowski - 2.0</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Manhattan</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Minkowski - 1.0</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Chebyshev</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node - Minkowski - 20</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node</image:title>
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      <image:title>Blog - Creating fBm Noise with the FX-Map Node</image:title>
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      <image:title>Patreon Content - Building a Fluid Solver in Niagara - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Patreon Content - Building a Fluid Solver in Niagara - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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    <loc>https://www.overdraw.xyz/training/advancedvfxinunrealmateria</loc>
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    <lastmod>2020-07-29</lastmod>
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      <image:title>Advanced VFX in Unreal: Materia</image:title>
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      <image:title>Home - Make it stand out</image:title>
      <image:caption>This training course focuses on creating a black hole effect with physically accurate gravitational lensing. The first three chapters are entirely free and available on the Overdraw.xyz Youtube Channel . You’ll learn how to set up Visual Studio Code to work seamlessly with the material editor’s custom node in UE5. You’ll then learn a bit of math before coding a ray-marching shader that implements the correct equations to reproduce the gravitational lensing AKA “Einstein Lensing” for the black hole. The premium content goes much further, where you’ll learn how to add a volumetric effect that also is affected by the gravitational lensing. At the end you’ll have a black hole asset with many customizable parameters.</image:caption>
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      <image:caption>This training course is going to focus on a workflow for creating blood splatter flip-books using Houdini. You’ll learn how to set up a basic simulation framework that focuses on quick iteration times. After you have a decent simulation, we’ll cover creating a fluid surface mesh before rendering out all of the channels you’ll need using SideFX Labs tools. We’ll then use Houdini’s COP2 Compositing network, which is a powerful tool that enables us to pack all of our rendered frames into a single flipbook texture that we’ll use to build a simple flipbook shader inside the Unreal Engine. We’ll use that shader inside of a Niagara particle system to preview what our final look will be. This tutorial includes all of the source content and project files. It requires a basic working knowledge of Houdini, and assumes you understand the basics of creating content in the Unreal Engine. Get It Here!</image:caption>
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      <image:caption>This training course takes you through the entire pipeline of creating the Materia Orb effect. Learn to author the FX Mesh source content in Houdini and the textures in Substance Designer. Then you’ll import the content into UE4 where you’ll make all of the shaders and dive into Niagara, where you’ll learn how to make AAA quality particle effects. Get It Here</image:caption>
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  <url>
    <loc>https://www.overdraw.xyz/subscriptionconfirmation</loc>
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    <priority>0.75</priority>
    <lastmod>2022-09-04</lastmod>
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  <url>
    <loc>https://www.overdraw.xyz/simulating-blood-splatters-in-houdini</loc>
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    <priority>0.75</priority>
    <lastmod>2020-11-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/5b494f3e5cfd79ff91435842/1605685036002-DMQYBCK49DJPSNW6TRMK/Cover.jpg</image:loc>
      <image:title>Simulating Blood Splatters In Houdini</image:title>
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    <priority>0.75</priority>
    <lastmod>2022-09-04</lastmod>
    <image:image>
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      <image:title>Rendering A Black Hole In Unreal Engine 5</image:title>
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