How can import animation of lines eg. (Caterpillar tracks or chain of chainsaws in UE4. Blend shape or rigg each instance. I'm talking about every instance-litle piece
I have solved that problem by myself, but thanks for your comments
There is no problem in light map resolution I believe, because I don't have jagged edge shadows on BSP blocks (only rounded edge on corners).
My solution: On Stationary Directional Light in "Cascaded Shadow Maps" settings section I just increase Dynamic Shadow Distance and it works. Maybe there is better solution, but I'm pretty sure lightmap don't have anything to do here because ... maybe I'm wrong.
@edit
Weeeell, I solved that only in part ... because in different scene with walls it doesn't work
@edit2
I made two different uv lightmap for my floor and still ... everything looks the same like with auto-generate UV for lightmap in UE4, seriously
Really thanks for suggestion, and helping me, but I spent on this topic a lot of time today, I made few versions of UV for lightmaps, and each of them case the same problem, and tbh I can't see any differences, seriously. I know about padding and all that stuff. I never had similar problem in UE4, I'm not new in this topic. I think that problem is different.
Well, texel density you say. It's a part when I always get stuck in UE4, I need learn more about it I think ... tomorrow I will try to work on it. Maybe you have right and texel density is key for my problem.
@edit
Ok, so far, so good. After changing lightmap resolution to much higher it looks better now. Thanks for help. When I choose "Lightmap Density" every mesh on scene have green/yellow grid, which I think is good. Scene is quite big and I use big meshes - some of them has lightmap resolution set to 800 (I believe non-power of two numbers are good for lightmap, some of UE4 basic projects have that ) I'm only worried about these resolution ... they aren't too big?
Never worked with an engine before, I'm taking slow steps
What is the correct static asset production pipeline? Correct me if I'm wrong
-Make Hipoly
-Make Lowpoly
-Bake
-Texture
-Create LODS (always? when is it advised?)
-Create hitbox (for every LOD?)
-Import
Did I miss any steps?
I wouldn't worry about LODS unless you plan on pushing LOTS of polygons in a scene, or if you're working on an actual game production. If you're just bringin art in to the engine, it's not worth taking that step. Same goes for your hitbox creation (i'm assuming you mean Collision when you say "hitbox")
4.8 is released. Notable changes for us art peeps:
Substance plugin officially supported
Screen-space reflections now available for glass and water
Better depth of field, tone mapping, and color grading available. Must be enabled with the console command r.TonemapperFilm 1 (not sure if this can be done during editor runtime or if it has to go in .ini)
Color temperature controls for lights including a filter color, letting you light scenes more realistically. (My patch )
Better foliage and grass tools for outdoor environments
Node editor has some usability improvements. Alt-click to break connection, ctrl-click and drag to move connection, double click to reroute (reroute's not available in Material graphs apparently </3)
Procedural meshes using Blueprints and C++
Light shapes are rendered into reflection captures now, so you no longer have to kludge that together with blueprints
Surfel GI prototype is available. Doesn't really work that well right now but it's good to get your lighting nailed down before you start baking lightmaps.
Diffuse lighting model changed from Lambert to energy-conserving Burley. Basically this means that roughness affects diffusion now and rough surfaces will have bright edges due to diffusion. It's very similar to Renderman's Disney BXDF diffusion and it matches realistic materials better than good old Lambert.
"Fixed material AO for dynamic lighting path"--Not completely sure what this is but if it means that the AO texture will do something on a non-lightmapped mesh, I'm for it
There's loads more stuff there so if you've got some time grab a cup of coffee and take a look at the rest of the notes.
@JedTheKrampus: Where are the bias options at? I'm looking at the cascaded shadow maps option in the directional light and I don't see it. Turning distance up helps but at significant cost to the sharpness of the map, at the distance I have to set it to eliminate the surface artifact at I may as well just turn it off.
@ZacD: Unfortunately DFS doesn't work particularly well with directional lights, I've worked with them before and always had to use CSM for near shadows and DFS for far because the quality of the DFS shadows from a directional light at close range is awful.
The main thing is, the Parallax UVs output needs to go into your main textures (Base color, roughness, metallic, normal, etc), pixel depth offset needs to go into the pixel offset, you need a heightmap texture, and the height and min/max steps effect the depth and look.
Can anyone tell me how to go about creating raging sandstorm with swirling waves material. What would be some of the nodes I would need to make the swirling effects for instance
Can anyone tell me how to go about creating raging sandstorm with swirling waves material. What would be some of the nodes I would need to make the swirling effects for instance
Here's an example.
There's no "swirling waves" input node. Making something that looks like this and looks good and animates properly is going to be no mean feat. That said, your best best is probably going to be vertex displacement (either world position or tesselation) and flowmaps. You may need to have different meshes combining together to get it right as well (some for the more generic cloud look, some for the vortex and other for the twister look). Definitely use the sub surface shader as well.
I could probably write a whole article about how to go about this step by step and I don't have the time (sorry!). You'll just have to research all those things yourself, I'm afraid.
"Epic's engine is also used in RenderDigimania, a standalone app that employs the Unreal technology to render animations created in Maya or Max. You simply model and animate your meshes, then export via FBX or Alembic and import them into RenderDigimania. There you can arrange your assets, add materials and set up the lighting, with instant and near-render-accurate feedback. It can also output a number of render passes for fine-tuning your animation in post, and is capable of 4K output." source - http://www.creativebloq.com/3d/real-time-rendering-21514214
One of my students (Zakia) made this really helpful tutorial so I thought it might be helpful for anyone making a side-scrolling game, this is her game demo - Ascent
How to implement a custom character and animation in UE4.
anyone heard any news on volume lights coming to unreal yet? i was playing around with them in cryengine. SO nice. i find cryengine way to cumbersome though. hoping someone knows anything about this.
Hi everyone, currently I am working with the media player assets. I want to play a movie on a plane. I get the video and audio to play, but somehow I can pause the video, but not the Audio. I have digged through the complete internet (at least it feels like) but I did not find any workaround to pause/play/rewind the audio. Is there any way to get both paused at the same time?
Solved the problem but I think it's more a workaround. I took the audio file of the video and imported it to unreal and converted it to a sound wave. On play I play it and track the time it is playing. On Pause i stop the sound wave and the playback time and copy it. When I play it again i get the tracked playback time and set it as start time in the play button. And when I rewind the video I just reset the playback timme to sero.
A question: i have seen that there exists a HeightToNormalMap function within UE4 (now...no clue since when). Does using that node add to the workload of the system? I ask because in my head it would work out well just putting the height map into the Alpha of the Albedo and getting a normal map for free. Ofcourse it would be pointless if the convertprocess is so heavy that saving a whole RGB map isn't worth it.
Just ran into what must be a common problem with using non-RGB vertex colours as masks, so I'm wondering if there's a better solution:
That works fine but maybe there's a neater way to do it. Like maybe someway to check where vcol r=1 and g=1. Or something to output only 1 or 0 instead of using CheapContrast.
Replies
I wish someone could help with this. Lightmap resolution is ok, you can believe me.
I wish I could have shadows like here:
https://answers.unrealengine.com/storage/temp/39423-penumbra_0.01.png
I tried to change some options in lightmap settings, world and project settings, but nothing really help in my problem.
There is no problem in light map resolution I believe, because I don't have jagged edge shadows on BSP blocks (only rounded edge on corners).
My solution: On Stationary Directional Light in "Cascaded Shadow Maps" settings section I just increase Dynamic Shadow Distance and it works. Maybe there is better solution, but I'm pretty sure lightmap don't have anything to do here because ... maybe I'm wrong.
@edit
Weeeell, I solved that only in part ... because in different scene with walls it doesn't work
@edit2
I made two different uv lightmap for my floor and still ... everything looks the same like with auto-generate UV for lightmap in UE4, seriously
@edit
Ok, so far, so good. After changing lightmap resolution to much higher it looks better now. Thanks for help. When I choose "Lightmap Density" every mesh on scene have green/yellow grid, which I think is good. Scene is quite big and I use big meshes - some of them has lightmap resolution set to 800 (I believe non-power of two numbers are good for lightmap, some of UE4 basic projects have that ) I'm only worried about these resolution ... they aren't too big?
What is the correct static asset production pipeline? Correct me if I'm wrong
-Make Hipoly
-Make Lowpoly
-Bake
-Texture
-Create LODS (always? when is it advised?)
-Create hitbox (for every LOD?)
-Import
Did I miss any steps?
I wouldn't worry about LODS unless you plan on pushing LOTS of polygons in a scene, or if you're working on an actual game production. If you're just bringin art in to the engine, it's not worth taking that step. Same goes for your hitbox creation (i'm assuming you mean Collision when you say "hitbox")
There's loads more stuff there so if you've got some time grab a cup of coffee and take a look at the rest of the notes.
So I've noticed that cascaded shadow maps really exagerate the planes of a mesh, especially at glancing angles.
Just wondering if there's a way to fix this other than adding a lot more geometry?
@ZacD: Unfortunately DFS doesn't work particularly well with directional lights, I've worked with them before and always had to use CSM for near shadows and DFS for far because the quality of the DFS shadows from a directional light at close range is awful.
http://kotaku.com/mario-in-unreal-engine-4-just-aint-right-1714401861?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow
[ame]https://www.youtube.com/watch?v=VUKcSiAPJoQ[/ame]
[ame]https://www.youtube.com/watch?v=_nLGoqqDc0w[/ame]
What the fuck is this sorcery?! Jesus Christ that is amazing.
[ame]https://www.youtube.com/watch?v=ApMDmF-u01I[/ame]
[ame]https://www.youtube.com/watch?v=WavKbGsIHGA[/ame]
http://byzantos.com/nvidia-vxgi/
[vv]123529596[/vv]
http://www.polycount.com/forum/showthread.php?t=156083
https://forums.unrealengine.com/showthread.php?49169-POM-material&p=358331&viewfull=1#post358331
The main thing is, the Parallax UVs output needs to go into your main textures (Base color, roughness, metallic, normal, etc), pixel depth offset needs to go into the pixel offset, you need a heightmap texture, and the height and min/max steps effect the depth and look.
Here's an example.
There's no "swirling waves" input node. Making something that looks like this and looks good and animates properly is going to be no mean feat. That said, your best best is probably going to be vertex displacement (either world position or tesselation) and flowmaps. You may need to have different meshes combining together to get it right as well (some for the more generic cloud look, some for the vortex and other for the twister look). Definitely use the sub surface shader as well.
I could probably write a whole article about how to go about this step by step and I don't have the time (sorry!). You'll just have to research all those things yourself, I'm afraid.
"Epic's engine is also used in RenderDigimania, a standalone app that employs the Unreal technology to render animations created in Maya or Max. You simply model and animate your meshes, then export via FBX or Alembic and import them into RenderDigimania. There you can arrange your assets, add materials and set up the lighting, with instant and near-render-accurate feedback. It can also output a number of render passes for fine-tuning your animation in post, and is capable of 4K output." source - http://www.creativebloq.com/3d/real-time-rendering-21514214
[ame]https://www.youtube.com/watch?v=oiefxDTMpkI[/ame]
Article - http://uploadvr.com/check-out-the-epic-trailer-for-bullet-time-the-first-fps-for-oculus-touch/
[ame]https://www.youtube.com/watch?v=DmaxmnPzMWE[/ame]
Download for UE4 - http://www.file-upload.net/download-10738230/mario-hairworks.rar.html
[ame]https://www.youtube.com/watch?v=AfZZjwK0OWE[/ame]
https://kasundevblog.wordpress.com/2015/10/07/creating-assets-with-support-of-a-custom-class-picker-unreal-engine-4/
How to implement a custom character and animation in UE4.
great thread. so much helpful info.
currently I am working with the media player assets. I want to play a movie on a plane. I get the video and audio to play, but somehow I can pause the video, but not the Audio. I have digged through the complete internet (at least it feels like) but I did not find any workaround to pause/play/rewind the audio.
Is there any way to get both paused at the same time?
Hope you guys could help me.
Greetings
Evil_Fischi
I took the audio file of the video and imported it to unreal and converted it to a sound wave.
On play I play it and track the time it is playing.
On Pause i stop the sound wave and the playback time and copy it.
When I play it again i get the tracked playback time and set it as start time in the play button.
And when I rewind the video I just reset the playback timme to sero.
I hope I can help someone
Cheers
Fischi
https://www.youtube.com/watch?v=j0Nc3LsbZ3o
https://www.youtube.com/watch?v=HwxmunnX1oY
Victorian Dinning Room Pack
Available now on the Unreal Marketplace for $24.99.
https://www.unrealengine.com/marketplace/victorian-dinning-room
Dynamic Plane Deformation Blueprint with Snow Demo
https://www.unrealengine.com/marketplace/dynamic-plane-deformation-blueprint-with-snow-demohttps://www.youtube.com/watch?v=uzgHi3VzdXI&feature=youtu.be
That works fine but maybe there's a neater way to do it. Like maybe someway to check where vcol r=1 and g=1. Or something to output only 1 or 0 instead of using CheapContrast.