Those are Functions, which are custom created nodes. You can create a material function asset in the content browser, to do complex things that you may want to call more than once.
Basically, meshes placed with the Foliage tool ignore the Environment Color setting in World Properties. I'm currently adding a tiny touch of emissive as a temporary work-around.
Basically, meshes placed with the Foliage tool ignore the Environment Color setting in World Properties. I'm currently adding a tiny touch of emissive as a temporary work-around.
OK, I dropped the environment color and added a skylight. I'm getting the opposite problem, meshes placed with the foliage tool are overly bright. I saw the issue both in my own environment and a brand new, test environment with dummy meshes.
OK, I dropped the environment color and added a skylight. I'm getting the opposite problem, meshes placed with the foliage tool are overly bright. I saw the issue both in my own environment and a brand new, test environment with dummy meshes.
In 4.02 dynamic objects are not shadowed in the skylight pass, but i -think- it's fixed in 4.1.
In 4.02 dynamic objects are not shadowed in the skylight pass, but i -think- it's fixed in 4.1.
Hey Jordan, would meshes using world position offset count as dynamic? In my scene I'm using the foliage tool to scatter both grass using WPO, and static pebble meshes. Both exhibit poor lighting. I updated my thread on the UE4 Answer Hub with a test using a Skylight, I get even worse results.
Jordan, I saw your post about synced normals being improved in the new update, but after getting the new engine version and opening my project I found there's no change. Actually, following that bit about checking compute binormals in pixel shader makes it perceptually worse on my stress test mesh. There was also no mention of a fix in the release notes. Any word on this?
Jordan, I saw your post about synced normals being improved in the new update, but after getting the new engine version and opening my project I found there's no change. Actually, following that bit about checking compute binormals in pixel shader makes it perceptually worse on my stress test mesh. There was also no mention of a fix in the release notes. Any word on this?
quoting this for the new page in case it gets missed. this is halting me from baking normal maps
hah, I must be weird because I'm really excited for the rolling ball template. I was fiddling around with a rolling ball game in Unity but my non-programmer brain couldn't get a 3rd person camera working well.
Jordan, I saw your post about synced normals being improved in the new update, but after getting the new engine version and opening my project I found there's no change. Actually, following that bit about checking compute binormals in pixel shader makes it perceptually worse on my stress test mesh. There was also no mention of a fix in the release notes. Any word on this?
1. is the low poly you're using in xnormal the fbx?
2. is the low poly changing between baking in xnormal and unreal? moved parts, mirroring, welding etc....
3. to be clear the workflow is export fbx LP from max, set the correct setting for tangents in xnormal, bake in xnormal, import LP fbx into unreal, using import normals
It is incredible, seriously. I learned a lot from it, since it visualizes a lot of the math concepts I only kinda thought I knew how they worked. Ryan Brucks (tech/environment artist) did a great job putting it together.
1. is the low poly you're using in xnormal the fbx?
2. is the low poly changing between baking in xnormal and unreal? moved parts, mirroring, welding etc....
3. to be clear the workflow is export fbx LP from max, set the correct setting for tangents in xnormal, bake in xnormal, import LP fbx into unreal, using import normals
I'm using the same fbx from max to xnormal to unreal. I triangulated before exporting from max, baked properly with a cage using both explicit tangents and not (in both cases the settings are correct on export from max and import to unreal). I tested with the binormals setting on and off for both versions. Unless I majorly messed up I've ruled out anything with the baking process. Here's what I'm getting:
left to right: explicit tangents w/ no compute binormals, explicit tangents w/ compute binormals, nonexplicit tangents w/ no compute binormals, nonexplicit tangents w/ compute binormals
to be clear on what i'm evaluating, this area shares the same smoothing group and is one uv island:
the other faces are their own islands and smoothing groups
It is incredible, seriously. I learned a lot from it, since it visualizes a lot of the math concepts I only kinda thought I knew how they worked. Ryan Brucks (tech/environment artist) did a great job putting it together.
what maths you guys were talking about? I want to check it out.
what maths you guys were talking about? I want to check it out.
It's a new "Math Hall" map included in sample content. It's a little confusing if you've downloaded previous sample content, as new versions of the engine are installing in parallel with existing versions and you need re-download the new samples to use in 4.1.
It's a new "Math Hall" map included in sample content. It's a little confusing if you've downloaded previous sample content, as new versions of the engine are installing in parallel with existing versions and you need re-download the new samples to use in 4.1.
cool cheers, and finally the elemental demo is out, got dumbed down quite a bit compare to what they showed a year ago, still looking great though.
wow I was lucky started my sub on the 23rd and got the update 4.1 released on the 24th despite I canceled, turns out me being broke for about a week paid off lol.
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.
Grab the new "Blueprint Office" showcase from the UE4 marketplace, it has a blueprint for 'godrays' and a somewhat similar effect for a security camera light.
I've been doing some testing in 4.1 and I still can't get consistent lighting on any mesh placed with the foliage tool, using either a sky light or the old school environment color. Is anybody else running into issues?
wow I was lucky started my sub on the 23rd and got the update 4.1 released on the 24th despite I canceled, turns out me being broke for about a week paid off lol.
I told myself I was just going to subscribe for a month but then I saw the patch notes and thought "Fuck it I'll get another month, then cancel!"
Something tells me Epic is going to keep releasing kickass patches every month which will prevent me from canceling. Not sure if that's a good thing or a bad thing though, lol.
I told myself I was just going to subscribe for a month but then I saw the patch notes and thought "Fuck it I'll get another month, then cancel!"
Something tells me Epic is going to keep releasing kickass patches every month which will prevent me from canceling. Not sure if that's a good thing or a bad thing though, lol.
well its a interesting incentive to keep releasing good patches for sure, but also if you find yourself on the lower economical scale such as myself you can strategically get patches at 3-6 month intervals and get value for money, thats my plan currently just to hold off on costs but get the benefits of the latest builds.
Let me follow up on that with everything else I've just released: The Solus Project
Learn Unreal Engine 4 by using the content from Solus, and the things I've learned from working in UE4 for a year, and having worked on three commercial UE4 projects so far.
My folder structure and naming conventions
Some all purpose meshes and textures.
Over a dozen of my Light IES Textures
A Material Function Library with 20′ish material setups I use often.
Some of my material setups
My entire day and night alien sky system (!) No weather is included in it though.
The Blueprints for the player and various other key parts.
Some of my sounds, effects, and so on.
There are a few issues that I'm aware of as far as the material goes for this desk, but the first thing I have to figure out is why the texture disappears at a certain range, even the normals start losing quality. It does the same thing for another asset of mine and I couldn't find the option to disable streaming in the texture properties.
There are a few issues that I'm aware of as far as the material goes for this desk, but the first thing I have to figure out is why the texture disappears at a certain range, even the normals start losing quality. It does the same thing for another asset of mine and I couldn't find the option to disable streaming in the texture properties.
I move a few inches away...
What size are your textures?, I had a similar problem with 2048 textures so I changed the LOD Group from World to UI, not sure if that will help :P
So total noob question here...but how do I go about sharing a project with somebody else? I'd like to pass a project file I've been working on to a friend who wanted to take a look at it, but I can't seem to find the likely obvious option in the menu.
It seems like I can just upload the folder from \Documents\Unreal Projects, but is this the proper way to go about doing this?
So total noob question here...but how do I go about sharing a project with somebody else? I'd like to pass a project file I've been working on to a friend who wanted to take a look at it, but I can't seem to find the likely obvious option in the menu.
It seems like I can just upload the folder from \Documents\Unreal Projects, but is this the proper way to go about doing this?
I'm not sure if there's an 'official' way but that should work.
So total noob question here...but how do I go about sharing a project with somebody else? I'd like to pass a project file I've been working on to a friend who wanted to take a look at it, but I can't seem to find the likely obvious option in the menu.
It seems like I can just upload the folder from \Documents\Unreal Projects, but is this the proper way to go about doing this?
If you're wanting to use perforce or something similar, only share the Config and Content folders, and if you're using C++, the Binaries and the Source folders. Those, plus the .uproject file. Everything else should not be shared, as it's generated automatically when you open the project.
Can meshes with multiple LOD's have baked lighting? Those meshes change during gameplay, so what lighting is being build? LOD's would be pretty useless for level design when you can't use Lightmass on them.
Replies
https://forums.unrealengine.com/showthread.php?3268-Nature-Environment-in-UE4&p=21370&viewfull=1#post21370
Does anyone know what the 2 nodes before the main material block are in the image below? Thanks.
https://www.dropbox.com/s/mndlu7w6dshayen/grass_shader_setup_base.jpg
Will that page get updated for the 4.1 release this week(probably tomorrow)?
I've been struggling with my foliage lighting and discovered a bug this morning:
https://answers.unrealengine.com/questions/33870/meshes-placed-with-foliage-tool-do-not-receive-env.html
Basically, meshes placed with the Foliage tool ignore the Environment Color setting in World Properties. I'm currently adding a tiny touch of emissive as a temporary work-around.
Environmental Color is being depreciated.
Use SkyLight instead,
That's one of the changes from UE3 that threw me off at first, because with UE3 it was the other way around.
OK, I dropped the environment color and added a skylight. I'm getting the opposite problem, meshes placed with the foliage tool are overly bright. I saw the issue both in my own environment and a brand new, test environment with dummy meshes.
In 4.02 dynamic objects are not shadowed in the skylight pass, but i -think- it's fixed in 4.1.
Hey Jordan, would meshes using world position offset count as dynamic? In my scene I'm using the foliage tool to scatter both grass using WPO, and static pebble meshes. Both exhibit poor lighting. I updated my thread on the UE4 Answer Hub with a test using a Skylight, I get even worse results.
https://answers.unrealengine.com/questions/33870/meshes-placed-with-foliage-tool-do-not-receive-env.html
https://docs.unrealengine.com/latest/INT/Engine/Foliage/index.html
hmmm the docs say that they can have lightmaps...
https://www.unrealengine.com/blog/41-release-notes
1. is the low poly you're using in xnormal the fbx?
2. is the low poly changing between baking in xnormal and unreal? moved parts, mirroring, welding etc....
3. to be clear the workflow is export fbx LP from max, set the correct setting for tangents in xnormal, bake in xnormal, import LP fbx into unreal, using import normals
Been waiting eagerly for that Elemental demo.
It is incredible, seriously. I learned a lot from it, since it visualizes a lot of the math concepts I only kinda thought I knew how they worked. Ryan Brucks (tech/environment artist) did a great job putting it together.
left to right: explicit tangents w/ no compute binormals, explicit tangents w/ compute binormals, nonexplicit tangents w/ no compute binormals, nonexplicit tangents w/ compute binormals
to be clear on what i'm evaluating, this area shares the same smoothing group and is one uv island:
the other faces are their own islands and smoothing groups
Thanks for pointing that out.
what maths you guys were talking about? I want to check it out.
It's a new "Math Hall" map included in sample content. It's a little confusing if you've downloaded previous sample content, as new versions of the engine are installing in parallel with existing versions and you need re-download the new samples to use in 4.1.
cool cheers, and finally the elemental demo is out, got dumbed down quite a bit compare to what they showed a year ago, still looking great though.
edit:
Aside from lacking some rooms, the main demo have far less particles and lights.
Grab the new "Blueprint Office" showcase from the UE4 marketplace, it has a blueprint for 'godrays' and a somewhat similar effect for a security camera light.
Something tells me Epic is going to keep releasing kickass patches every month which will prevent me from canceling. Not sure if that's a good thing or a bad thing though, lol.
well its a interesting incentive to keep releasing good patches for sure, but also if you find yourself on the lower economical scale such as myself you can strategically get patches at 3-6 month intervals and get value for money, thats my plan currently just to hold off on costs but get the benefits of the latest builds.
Very good video from Hourences, about how to realistically build game level.
Let me follow up on that with everything else I've just released: The Solus Project
Learn Unreal Engine 4 by using the content from Solus, and the things I've learned from working in UE4 for a year, and having worked on three commercial UE4 projects so far.
Solus Overview - Part 1 to 3
https://www.youtube.com/watch?v=8SxTqlom3Fg
https://www.youtube.com/watch?v=KDOhBMaa6Vs
https://www.youtube.com/watch?v=iX8OXU3Ka7Q
Solus Example Project
Contains:
My folder structure and naming conventions
Some all purpose meshes and textures.
Over a dozen of my Light IES Textures
A Material Function Library with 20′ish material setups I use often.
Some of my material setups
My entire day and night alien sky system (!) No weather is included in it though.
The Blueprints for the player and various other key parts.
Some of my sounds, effects, and so on.
The Solus Project in-depth previews
Level Building Introduction
https://www.youtube.com/watch?v=5yuz7_G69Rs
Blueprint Introduction
https://www.youtube.com/watch?v=XXd_qW6dtWw
Blueprint Continued
https://www.youtube.com/watch?v=4_dCTpVEWoA
www.Hourences.com
I move a few inches away...
https://answers.unrealengine.com/
And possibly include your content so we could have a look at it?
What size are your textures?, I had a similar problem with 2048 textures so I changed the LOD Group from World to UI, not sure if that will help :P
Looks like the streaming system is a bit too heavy.
It seems like I can just upload the folder from \Documents\Unreal Projects, but is this the proper way to go about doing this?
I'm not sure if there's an 'official' way but that should work.
If you're wanting to use perforce or something similar, only share the Config and Content folders, and if you're using C++, the Binaries and the Source folders. Those, plus the .uproject file. Everything else should not be shared, as it's generated automatically when you open the project.