In the output material, within the material editor, in the details panel you have to scroll down for the options for tessellation to enable it.
Yes, i already got tesselation checked in, the problem is the mesh is not subdivided enought times to deform properlly, whatever i set a value of 1 to whatever in the tesselation multiplier i always get the same subdivision amount on the mesh
Yes, i already got tesselation checked in, the problem is the mesh is not subdivided enought times to deform properlly, whatever i set a value of 1 to whatever in the tesselation multiplier i always get the same subdivision amount on the mesh
They have limited the tessellation multiplier for performance reasons i believe. You'll have to keep the poly count a bit higher before you import your mesh to get more tessellation.
Anyone having errors when importing after the first or so import?
"Failed to import 'V:/sciFiHallWay/sciFiHallWay.fbx'. Failed to create asset '/Game/Props/sciFiHallWay'"
The first object imported fine, but then I started getting these errors.
Perhaps I'll compile the editor and debug it.
Edit:
Strangely enough, I tried reimporting something just now, and it's working. This is using Blender 2.70, though I did try using the FbxConvert to convert to a different FBX SDK version just in case that was it.
Ok thanks Warren, I am thinking about 6ft tall for our characters in the game, so I am going to go with about 182 units. Or is 6'5 the standard in unreal engine 4? I know I can make them any size, but I want to stick to UE standards as much as possible.
Well, we don't have a specific standard character height ... the guy in the shooter example is around 6'5 so that's what I always reference. But that's not something we stand firm on or anything.
Yes, UE4 works on a Mac natively. If you go to unrealengine.com you can see on the front page that it's compatible with windows, mac, ios, android (and presumably xbone and ps4?)
Yes, UE4 works on a Mac natively. If you go to unrealengine.com you can see on the front page that it's compatible with windows, mac, ios, android (and presumably xbone and ps4?)
Ahhh! Witchcraft!
Do you have access to the same graphical tools that are essentially Direct-X 11 and windows only?
Regarding character height, I take it the player camera is still located around the neck/chest area, right? So while the character itself is 180 cm, the 'eyes' are actually 165 cm?
I had this problem when trying to get the proper scale of the scene, character vs doors for example.
-Is there a way to set the amount of Fresnel for the reflections. You could set a Fresnel falloff in the secular setting (but what if you want more environment reflection than the secular setting gives on 1) Should you use a little bit of metal reflection even though they say you should only use binary values.
I was wondering why lightmass kept crashing on me... I just realized that I did something stupid on accident... I accidently set the lightmap size on a static mesh to 3264, when I intended to just set it to 64.
EDIT: I'd be interested in seeing some more character stuff in the engine, saw the character aesthetics vid which was awesome, seemed a lot nicer than in ue3 where a lot of the art would sometimes look kinda 'wet' or plastic with weird spec. Also importing assets straight from a 3D app with something like Fbx format seems a lot easier than doing it in CryEd.
I have been working with UE4 for a few days and I am having some issues when bringing in textures from UDK to UE4. My textures become significantly washed out. After reading around the net I feel like the problem is due to the whole sRGB thing. I am really confused about all of this. What is sRGB? What does it do? Am I working in sRGB in PS by default? When I uncheck the sRGB check box in UE4, my texture becomes more washed out than when it was on.
I am also curious about how I should create my Albedo map when working with PBR engines. Is there any gamma correction I need to do on my texture in PS or do I texture like I always have minus the AO map?
Doubtful, everything that DX11 can do, openGL can do as well or better.
So hopefully that means that you can make cross-platform releases/builds with UE4 then, correct? Sorry I wasn't getting to the point, that's what my overall question was.
I have been working with UE4 for a few days and I am having some issues when bringing in textures from UDK to UE4. My textures become significantly washed out. After reading around the net I feel like the problem is due to the whole sRGB thing. I am really confused about all of this. What is sRGB? What does it do? Am I working in sRGB in PS by default? When I uncheck the sRGB check box in UE4, my texture becomes more washed out than when it was on.
So hopefully that means that you can make cross-platform releases/builds with UE4 then, correct? Sorry I wasn't getting to the point, that's what my overall question was.
Sorry man, i misread completely. What i meant was that running on mac/linux and windows shouldn't really make too much difference, HLSL(directx) and GLSL(openGL) aren't that different in terms of language or capability.
Sorry man, i misread completely. What i meant was that running on mac/linux and windows shouldn't really make too much difference, HLSL(directx) and GLSL(openGL) aren't that different in terms of language or capability.
Actually MacOS X support only OpenGL 4.1
Features you need are in OpenGL 4.3
Edit: Some of them. Like access to Compute shaders. You can always use Compute trough OpenCL though.
Some of them are not present in DirectX 11.
But it shouldn't matter. Scaling OpenGL to hardware level is easier than DirectX.
Thanks!! The youtube video really helped me understand it a bit more. So are most studios going in the direction of a linear workflow now? I've done some reading on it and I kind of understand it all, but trying to replicate the process at home is proving to be much more difficult. Any idea on how I would convert an image from sRGB to linear in PS?
I have been working with UE4 for a few days and I am having some issues when bringing in textures from UDK to UE4. My textures become significantly washed out. After reading around the net I feel like the problem is due to the whole sRGB thing. I am really confused about all of this. What is sRGB? What does it do? Am I working in sRGB in PS by default? When I uncheck the sRGB check box in UE4, my texture becomes more washed out than when it was on.
I am also curious about how I should create my Albedo map when working with PBR engines. Is there any gamma correction I need to do on my texture in PS or do I texture like I always have minus the AO map?
noob question...How does one HD screenshot in UE4...
It doesn't mention it in the thread but TAB doesn't bring up console command anymore (or at least for me it doesn't) but press the " ~ " key to bring up the CC and then put the command "HighResShot 2" in that box.
Replies
The UK sub is 19 as opposed to $19, which currently exchanges at about £15.89. I had a split second of disappointment but it's still a bargain.
It happens everywhere where Set Ralative Location function is involved. And i can't see why it's happening.
Mine doesn't jump around like that, it just flickers until I stop moving it.
You may have snapping options enabled. It is under Quick Settings drop down.
In the output material, within the material editor, in the details panel you have to scroll down for the options for tessellation to enable it.
Yes, i already got tesselation checked in, the problem is the mesh is not subdivided enought times to deform properlly, whatever i set a value of 1 to whatever in the tesselation multiplier i always get the same subdivision amount on the mesh
Thanks for that.
They have limited the tessellation multiplier for performance reasons i believe. You'll have to keep the poly count a bit higher before you import your mesh to get more tessellation.
Yep, you have vert snapping on. Just turn that bad boy off
"Failed to import 'V:/sciFiHallWay/sciFiHallWay.fbx'. Failed to create asset '/Game/Props/sciFiHallWay'"
The first object imported fine, but then I started getting these errors.
Perhaps I'll compile the editor and debug it.
Edit:
Strangely enough, I tried reimporting something just now, and it's working. This is using Blender 2.70, though I did try using the FbxConvert to convert to a different FBX SDK version just in case that was it.
Could you post your material network? I am curious to see what you did.
Well, we don't have a specific standard character height ... the guy in the shooter example is around 6'5 so that's what I always reference. But that's not something we stand firm on or anything.
iMac 27", Intel i5-3470 CPU, 8gb RAM, 256gb SSD, and gtx 675mx gpu,
Compile Time: about 20 minutes, not too bad
It's just a fresnel on the base color (I didn't have the texture blending in the screenshot).
http://i.imgur.com/flZHWM1.png
Ahhh! Witchcraft!
Do you have access to the same graphical tools that are essentially Direct-X 11 and windows only?
I had this problem when trying to get the proper scale of the scene, character vs doors for example.
Doubtful, everything that DX11 can do, openGL can do as well or better.
You can run it on Mac. However, dDo doesn't work on Mac ( ) so I now work in Windows (via Bootcamp).
I haven't tried compiling on Mac yet, though I do prefer Visual Studio to Xcode for the most part.
Does anyone know how to enable emissive lighting?
https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html#primitivecomponentsettings
Ok
Thx
Have you gone through all of the Bleuprint example maps yet? There are some great examples in there.
This day in age with digital distribution, there should be none of this. Modo and other smaller devs can do it, so can the big ones.
Why is there a shlong in the UE material bucket?
EDIT: I'd be interested in seeing some more character stuff in the engine, saw the character aesthetics vid which was awesome, seemed a lot nicer than in ue3 where a lot of the art would sometimes look kinda 'wet' or plastic with weird spec. Also importing assets straight from a 3D app with something like Fbx format seems a lot easier than doing it in CryEd.
While it still ends up being a bit off don't forget VAT, taxes aren't included in American pricing.
I am also curious about how I should create my Albedo map when working with PBR engines. Is there any gamma correction I need to do on my texture in PS or do I texture like I always have minus the AO map?
Texture in PS:
So hopefully that means that you can make cross-platform releases/builds with UE4 then, correct? Sorry I wasn't getting to the point, that's what my overall question was.
There's basically two options for textures when working with PBR, linear and sRGB. Take a look at this page http://www.marmoset.co/toolbag/learn/pbr-practice , you'll notice each chart will list a sRBG value and a linear value. It's part of working with a linear workflow, there's a lot of confusing concepts when working in a linear workflow so I wont even attempt to explain, but here's some links http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html https://www.youtube.com/watch?v=wEbH62a1YqA
Sorry man, i misread completely. What i meant was that running on mac/linux and windows shouldn't really make too much difference, HLSL(directx) and GLSL(openGL) aren't that different in terms of language or capability.
Actually MacOS X support only OpenGL 4.1
Features you need are in OpenGL 4.3
Edit: Some of them. Like access to Compute shaders. You can always use Compute trough OpenCL though.
Some of them are not present in DirectX 11.
But it shouldn't matter. Scaling OpenGL to hardware level is easier than DirectX.
Thanks!! The youtube video really helped me understand it a bit more. So are most studios going in the direction of a linear workflow now? I've done some reading on it and I kind of understand it all, but trying to replicate the process at home is proving to be much more difficult. Any idea on how I would convert an image from sRGB to linear in PS?
You are displaying your texture with the UNLIT mode, which doesn't work like in UE3. The unlit mode in UE4 now also display the specular reflection on top of the diffuse. More info here : https://answers.unrealengine.com/questions/5861/lit-vs-unlit-why-displaying-the-specular-channel.html
It doesn't mention it in the thread but TAB doesn't bring up console command anymore (or at least for me it doesn't) but press the " ~ " key to bring up the CC and then put the command "HighResShot 2" in that box.