(Using quad mesh to billboard shader technique!)
Posts by Dylan
Mossy
Thatβs a decent idea! I considered it (something like shell texturing maybe) but I think that would lose the cartoony feel too much, and probably lose those nice bulbous shapes in the silhouette :(
How would you model the green mossy bits? Struggling really hard today translating this to 3d. Just sculpt it and deal with the fact that it needs a ton of tris?
π THANK YOU I SURE HOPE SO but at least Iβm having fun
Working on a new furniture and ended up going down a rabbit hole for a week on making thin foliage look extra glowy when looking towards the sun. This is why progress on this game is taking forever π
Gives a really nice extra bonus glow on the edges of the trees too!
More glowy! By default the two sided SSS for foliage is not very bright (shown at the begining and end of gif) and like you can kind of see the shadows cast through the leaves, but I wanted it MORE. So I edited engine source to make SSS non energy conserving so I can boost the backfaces :D
A cool small detail that no one will probably ever notice, but the clocks actually work! I got to play with vertex animations in the material to move the hands in sync with the game time to achieve this effect. I love little details like this!
Been working hard on environment stuff the last few months (the aquarium caves) which are all done now, so found some time to knock out this furniture set this week. Really happy with how it turned out!
WIZARD FURNITURE SET
I think the issue is TLV cascade 1 has so few voxels, and lots of light all adding lighting data to those voxels, they just get overbright?
Was all the other (non directional) lights in the scene. There's a setting on them "Affect Translucent Lighting" that if I disable on all the point/area lights, and adjust the translucent lighting cascade it seems to fix it?
Something related to the Translucent Lighting Volume? Seems like when any translucent particle is outside the second TLV cascade the resolution of the lighting volume drops and is sampling imperfect shadow? (or VSM issues?) Can't get this to repro in a new scene tho :\
Just restarted the editor and now can't reproduce it. But it was happening in a build yesterday so it can't just be editor only! wtf
Clarification: The particles are TranslucentColoredTransmission with the lighting mode set to VolumetricDirectional. They are NOT a volumetric particle
Having a heck of a time trying to figure out the reproduce conditions too, because it seems very random (and in this gif both the upper and lower mist particles are flickering at the same time). Something with TLV update or something?
Does anyone know why my particles are flickering? I thought it was related to lumen, but it happens with lumen disabled. Only happens on the translucent particles (not the masked/dithered ones). Material is Volumetric Directional. I'm at my wits end!
Thanks for sharing these videos. I'm curious how it goes! I've seen a lot of people praise GAS but the last time I looked at it I didn't really get why, seemed to me like a complicated (and unfinished) system with a lot of setup and I didn't see the benefit, but maybe these videos will enlighten me!
SC ticks very slowly though, like once every few seconds so can't really just pick up "velocity particles" in real time to drive the interaction... how do people do this kind of thing these days? Don't need anything realistic at all, just want smth that levels up the feel of walking through water!
What's an easy way to do water interaction in Unreal? I already have a scene capture following the player for rain occlusion stuff. Can I also draw some velocity to that easily, and then advect it somehow? I just want some distortion ripples and foam!
Same!! So exciting!!
TEMPORAL RESPONSIVENESS NODE??? Fixes all my smearing issues on this material! dev.epicgames.com/community/le...
Making the material translucent, and "after motion blur" does fix it. But also this happens now lmao what
"Has Pixel Animation" is checked already on the material
Is there a trick to fix this kind of pixel smearing when using AA? Looks great with AA off, but with it on the stars smear like craaaazy. Can I compute custom velocity vectors or something? It's just a basic (unlit) material sampling a skybox texture to give that "portal" feel
EditorTRSGizmo.cpp in the UpdatePlanarHandle function
WoooOooOoOOOOoo
Spent an hour today navigating the Unreal Engine source code to modify this gizmo. Now has a planar axis SCALE setting so my blind ass can consistently select the xy plane without missing the hitbox, to move props around more comfortably
Not to mention why the heck does the gizmo not flip to face the camera, why the heck do I ever want to look at the gizmo "from the back". Who ever needs to know which axis is +/- when doing set dressing. You don't ever think "oh I need to move this tree towards POSITIVE x"