Wondering if Jordan or Warren can shed any light on either the SSS or pre-integrated shaders, neither of them really have a good skin "feel". neither of them blur normals or diffuse each channel at different lengths like most of the skin shaders i've seen.
Wondering if Jordan or Warren can shed any light on either the SSS or pre-integrated shaders, neither of them really have a good skin "feel". neither of them blur normals or diffuse each channel at different lengths like most of the skin shaders i've seen.
Preintegrated skin and screen space subsurface scattering implementation is admittedly pretty early, and does have some work to be done on it yet to improve it. The rendering guys were able to get their first passes in, and were tasked onto other fires - but we do have full intentions of getting back to them and improving the effects. Thanks for the feedback, and pointing that out!
Really creepy but also an amazing demo of realtime skin! I haven't played that much yet with the skin shading in UE4, but I can already tell I'm gonna need something custom. I was planning on trying to build it with the material editor. I hadn't thought of writing one from scratch in HLSL though. Please let me know how that goes!
What are some of the benefits of writing it from scratch vs using the material editor?
that's a pretty good demo, but the GGX "shape" really doesn't suit skin. I was going to try to match Beckmann's if i could.
any shader i write from scratch would still need to run through the material editor for all of the inputs, i probably wouldn't even change it much in that sense from the subsurface shader that already exists, in terms of inputs.
also - i have absolutely zero time to work on this "now".
Hello to all. Does anyone know how I do to check the texture density? I used this feature extensively in UDK but UE4 only have the lightmap density option.
I think they're purposefully going to do big updates the day after most people's subscriptions run out or get renewed. Which I guess is the smart thing to do, anyway, haha.
i still remember i was in awe seeing they playing around Elemental demo in editor with real time GI, sigh... I'm still hoping they will bring it back in 4.5 or some stage in some degree.
i still remember i was in awe seeing they playing around Elemental demo in editor with real time GI, sigh... I'm still hoping they will bring it back in 4.5 or some stage in some degree.
True, but I don't think people will want to drop lightmass anytime soon. The indirect lighting seems to have gotten a huge upgrade in Unreal 4. Working on environments that depend mostly on indirect lighting has become much more enjoyable rather than frustrating. I also feel much more in control, in Unreal 3 you always had to either massively boost the indirect lighting universally (which gave baking problems and looked ugly in many places) or use hundreds of dim 'fake lights' to give the illusion of indirect lighting.
Notice how the sunlight in Unreal 4 bounces correctly onto the train to the right, and even goes up to the ceiling to illuminate the panels and supporting structures.
I have a question, just getting unto unreal 4. I cant seem to save anything besides the actual changes in the level. in the content browser, When I add a new folder or import meshes in the highlighted section, I cant get the changes to be permanent for the life of me. Ive tried save all as well as save, save all levels, save as... Any help would be appreciated.
Not sure if it is related, but did you create a new project through the launcher? It created a main project folder for me which is always there when I start my project in Unreal 4. From there I can add folders to the main project folder and dump all the game assets. Even if you close without saving the editor will notify you of unsaved content and asks you if you want it saved.
@logithx: That's an awesome comparison shot of Lightmass. I honestly wasn't sure how much had changed, but seeing that difference is great. That is an absolute improvement. I remember the headaches caused by the sometimes muddy look of Lightmass bakes in UDK, primarily due to compression (like the pixelated rainbow junk that occurred in some places).
True, but I don't think people will want to drop lightmass anytime soon. The indirect lighting seems to have gotten a huge upgrade in Unreal 4. Working on environments that depend mostly on indirect lighting has become much more enjoyable rather than frustrating. I also feel much more in control, in Unreal 3 you always had to either massively boost the indirect lighting universally (which gave baking problems and looked ugly in many places) or use hundreds of dim 'fake lights' to give the illusion of indirect lighting.
Notice how the sunlight in Unreal 4 bounces correctly onto the train to the right, and even goes up to the ceiling to illuminate the panels and supporting structures.
Thanks a lot for making that comparison shot. Huuuuge improvement in UE4!
Hey guys, I have an issue I'm hoping someone can help me out with:
I'm trying to create a volumetric light (This but in UE4) for the first time. Here are pics of my current set-up:
Now, if I keep going with the tutorial and try to add the falloff for when you would be below the texture, I get an even stranger result:
Am I forgetting a node or operation in this? Has the reflectionVector node changed in nature between UE3 and UE4? Is there an easier way to create this material? Any help is welcome. I've spent the last few hours wrangling with this.
Probably because the Reflection vector is in World Space in UE4 now by default and you need to convert it. Try to use a transform node just after your reflexion vector.
Notice how the sunlight in Unreal 4 bounces correctly onto the train to the right, and even goes up to the ceiling to illuminate the panels and supporting structures.
Man this is so cool! Are you going to create a WIP thread or something like that for this project? I would really love to see your progress. Can't wait to see the final UE4 scene! UDK scene looks badass too btw!
He goes over networking in blueprints, which is super powerful.
Awesome. Thanks for linking that.
There's a part he kinda glossed over though. I wonder if anyone here knows how it works.
When it comes to Network Relevancy, he just kinda glossed it over, but really the engine seems to handle that automatically based on various criteria. Distance, line-of-sight, etc. Is it possible to modify those criteria? Specifically, is it possible to add one of my own?
This is something I tried doing for a project back in UDK and never got it to work. It seems relevancy is something that's hard-coded in there in Unreal3. Not sure how it is now in Unreal4. But in this demo he seems to have manipulated it some with those blue rings.
+1 was looking for this and it's not in the viewport display modes as it was in UDK.
We actually removed it because it's not really relevant to how most content is created these days. Almost all materials have some tiling component, detail texture mapped, or multi-frequency textures mapped to it which means density display doesn't give you much information.
Awesome. Thanks for linking that.
When it comes to Network Relevancy, he just kinda glossed it over, but really the engine seems to handle that automatically based on various criteria. Distance, line-of-sight, etc. Is it possible to modify those criteria? Specifically, is it possible to add one of my own?
This is what is exposed if you go to the defaults panel of your blueprint:
Net Cull Distance Squared is how far the actor will be when no longer considered relevant.
We actually removed it because it's not really relevant to how most content is created these days. Almost all materials have some tiling component, detail texture mapped, or multi-frequency textures mapped to it which means density display doesn't give you much information.
There still is a lightmap density mode though.
Ok I agree that using tiled detail texture, the information of texture density is lost. but still found it useful in situations where you needed to use texture sheet.
Anyway could not find anything in the EU4 documentation about the ideal relationship between number of pixels per UU.
We actually removed it because it's not really relevant to how most content is created these days. Almost all materials have some tiling component, detail texture mapped, or multi-frequency textures mapped to it which means density display doesn't give you much information.
There still is a lightmap density mode though.
now that you explain it, it makes sense why it was removed. thanks for the info and yes I've noticed the lightmap density mode
Man this is so cool! Are you going to create a WIP thread or something like that for this project? I would really love to see your progress. Can't wait to see the final UE4 scene! UDK scene looks badass too btw!
Thanks! The project is going very well, most of the problems from the switch to UE4 have been solved. Everything has been setup, including the lighting, I've also completed all the new materials/textures so that they behave properly under the new physically based rendering. Right now I'm back to making new assets again, I've decided to also model the entire exterior scene where the train arrives from. This will extend the development time by quite a lot, but it looks too good to not include. The entire level already looks vastly different from the UDK screenshots (in a good way). The new lighting and physically based rendering are just awesome.
Can't wait to show the screenshots and videos, but I've decided to wait until the entire project is finished and then releasing it all in one go. You'll just have to wait I'm afraid.
Thanks! The project is going very well, most of the problems from the switch to UE4 have been solved. Everything has been setup, including the lighting, I've also completed all the new materials/textures so that they behave properly under the new physically based rendering. Right now I'm back to making new assets again, I've decided to also model the entire exterior scene where the train arrives from. This will extend the development time by quite a lot, but it looks too good to not include. The entire level already looks vastly different from the UDK screenshots (in a good way). The new lighting and physically based rendering are just awesome.
Can't wait to show the screenshots and videos, but I've decided to wait until the entire project is finished and then releasing it all in one go. You'll just have to wait I'm afraid.
Oh cool! Well good luck and I'm looking forward to see the finished project!
This is what is exposed if you go to the defaults panel of your blueprint:
Net Cull Distance Squared is how far the actor will be when no longer considered relevant.
Thanks for that.
What I'm looking for though is a way to add another criteria of my own.
Say I have two teams playing in a level. But gameplay-wise, only members of the same team are relevant to each other. But there is a gameplay element where members of one team can jump to the other team's "world", and vice versa. Since most of the players will never be aware of one another, we were looking for a way to optimize that and make them network irrelevant so they don't get replicated, even if they're technically standing 2 feet away from one another.
Yeah, they are movers, and it does happen in game. I don't have any LOD's set up for it or anything either.
Disabling streaming from the texture's properties should fix it, i dont know how sensible it is for in-game though if you are actually planning to use this scene in a game.
Replies
Preintegrated skin and screen space subsurface scattering implementation is admittedly pretty early, and does have some work to be done on it yet to improve it. The rendering guys were able to get their first passes in, and were tasked onto other fires - but we do have full intentions of getting back to them and improving the effects. Thanks for the feedback, and pointing that out!
Pretty excited to see what you come up with!
Came across this today:
http://alteredqualia.com/xg/examples/deferred_skin.html
Really creepy but also an amazing demo of realtime skin! I haven't played that much yet with the skin shading in UE4, but I can already tell I'm gonna need something custom. I was planning on trying to build it with the material editor. I hadn't thought of writing one from scratch in HLSL though. Please let me know how that goes!
What are some of the benefits of writing it from scratch vs using the material editor?
any shader i write from scratch would still need to run through the material editor for all of the inputs, i probably wouldn't even change it much in that sense from the subsurface shader that already exists, in terms of inputs.
also - i have absolutely zero time to work on this "now".
OMG
Yeah 'late next week'.
Right before my scubscription runs out sheeeit
Same! My ends Saturday!
Ikinima looks really interesting, shame i'm not very skilled at animating :P
I think they're purposefully going to do big updates the day after most people's subscriptions run out or get renewed. Which I guess is the smart thing to do, anyway, haha.
https://www.unrealengine.com/blog/blueprint-networking-tutorials
He goes over networking in blueprints, which is super powerful.
True, but I don't think people will want to drop lightmass anytime soon. The indirect lighting seems to have gotten a huge upgrade in Unreal 4. Working on environments that depend mostly on indirect lighting has become much more enjoyable rather than frustrating. I also feel much more in control, in Unreal 3 you always had to either massively boost the indirect lighting universally (which gave baking problems and looked ugly in many places) or use hundreds of dim 'fake lights' to give the illusion of indirect lighting.
Notice how the sunlight in Unreal 4 bounces correctly onto the train to the right, and even goes up to the ceiling to illuminate the panels and supporting structures.
I found a workaround, right click on that new folder(an empty one), select Show in Explorer. It should write/save that folder to your harddrive.
Dynamic Global Illumination in Fable Legends using UE4
Thanks a lot for making that comparison shot. Huuuuge improvement in UE4!
I'm trying to create a volumetric light (This but in UE4) for the first time. Here are pics of my current set-up:
Now, if I keep going with the tutorial and try to add the falloff for when you would be below the texture, I get an even stranger result:
Am I forgetting a node or operation in this? Has the reflectionVector node changed in nature between UE3 and UE4? Is there an easier way to create this material? Any help is welcome. I've spent the last few hours wrangling with this.
Man this is so cool! Are you going to create a WIP thread or something like that for this project? I would really love to see your progress. Can't wait to see the final UE4 scene! UDK scene looks badass too btw!
Awesome. Thanks for linking that.
There's a part he kinda glossed over though. I wonder if anyone here knows how it works.
When it comes to Network Relevancy, he just kinda glossed it over, but really the engine seems to handle that automatically based on various criteria. Distance, line-of-sight, etc. Is it possible to modify those criteria? Specifically, is it possible to add one of my own?
This is something I tried doing for a project back in UDK and never got it to work. It seems relevancy is something that's hard-coded in there in Unreal3. Not sure how it is now in Unreal4. But in this demo he seems to have manipulated it some with those blue rings.
UE3 could do it.
+1 was looking for this and it's not in the viewport display modes as it was in UDK.
We actually removed it because it's not really relevant to how most content is created these days. Almost all materials have some tiling component, detail texture mapped, or multi-frequency textures mapped to it which means density display doesn't give you much information.
There still is a lightmap density mode though.
This is what is exposed if you go to the defaults panel of your blueprint:
Net Cull Distance Squared is how far the actor will be when no longer considered relevant.
Ok I agree that using tiled detail texture, the information of texture density is lost. but still found it useful in situations where you needed to use texture sheet.
Anyway could not find anything in the EU4 documentation about the ideal relationship between number of pixels per UU.
now that you explain it, it makes sense why it was removed. thanks for the info and yes I've noticed the lightmap density mode
Are those movers? I've sometimes seen streaming incorrectly pick the object to decide streaming for a texture on movers/skeletal meshes...
Does this happen in game?
that was my initial assumption
Thanks! The project is going very well, most of the problems from the switch to UE4 have been solved. Everything has been setup, including the lighting, I've also completed all the new materials/textures so that they behave properly under the new physically based rendering. Right now I'm back to making new assets again, I've decided to also model the entire exterior scene where the train arrives from. This will extend the development time by quite a lot, but it looks too good to not include. The entire level already looks vastly different from the UDK screenshots (in a good way). The new lighting and physically based rendering are just awesome.
Can't wait to show the screenshots and videos, but I've decided to wait until the entire project is finished and then releasing it all in one go. You'll just have to wait I'm afraid.
Oh cool! Well good luck and I'm looking forward to see the finished project!
Yeah, they are movers, and it does happen in game. I don't have any LOD's set up for it or anything either.
Thanks for that.
What I'm looking for though is a way to add another criteria of my own.
Say I have two teams playing in a level. But gameplay-wise, only members of the same team are relevant to each other. But there is a gameplay element where members of one team can jump to the other team's "world", and vice versa. Since most of the players will never be aware of one another, we were looking for a way to optimize that and make them network irrelevant so they don't get replicated, even if they're technically standing 2 feet away from one another.
Disabling streaming from the texture's properties should fix it, i dont know how sensible it is for in-game though if you are actually planning to use this scene in a game.