yes - completely possible. you connect it up just as you would any other material with a virtual texture - its covered quite well in the documentation. and - just to clarify... virtual textures were introduced in ue4
Hello artists! I’m currently editing a short film, the action of which
takes place during a moment frozen in time. We’ve experimented with time frozen
snow and this looks great; unfortunately the guy who did the opening of the
film is busy elsewhere whereas I would need this film to be completed ASAP (festival
deadline).…
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…
Yes, totally, I still need to break that up. At the moment every piece of wood is baked from a highpoly, so none of the planks are just simple chamfered geometry yet.
Such a shame. Another blow to the Australian games industry. Best of luck to those affected! Here's a document that's going around at the moment with available positions in Australia and Internationally -- 2k Aus Jobs Doc
I tried that but it has no documentation other than some silent Youtube videos. From what I played around with it, its still acting like a spring versus something effected by gravity versus movement. I'm trying to get this effect. A woman with her head upside down, the ponytail would fall with position and rotation in the…
How exactly are you going to draw frame by frame? Or predict character moment? I could very easily do what paperman did in sprites for a RPG Maker game, but at that point, would it be even worth it? Small pixelating character walking around with several high quality overlayed sprites? What's the point then? How much…
Do any of you guys have any idea how to add some anamorphic flares in Unreal Engine 4. Most of the documentation I've seen basically have stated it's not possible at the moment.
Unreal makes it pretty easy https://dev.epicgames.com/documentation/en-us/unreal-engine/water-body-actors-in-unreal-engine I've manually created lava streams that branch and reconnect, just using extruded splines, one for each branch. Then welding the sides together where they meet side-by-side to make the main stream. The…
I've started working on documenting all the nodes on what will become the Shader Forge website! It's very basic at the moment, but all the nodes are there, and the search box should work properly :) http://acegikmo.com/shaderforge/nodes/