After a couple days of research, experimentation, and navigating a spaghetti network, I got this post-effect result for Cel-shading. (Mind the missing UE4 logo. I was bored and slapped the Pepsi logo to it, and I didn't want to fix the material. I might throw in a CustomDepth mask filter for if one wants the effect…
Currently there is no sending of completely new objects, but it is planned. I got renaming and duplication working today. Next up will be fast-fetching of selected objects from UE4 using the "export selected" as FBX option. Then either exporting/ auto-importing of single objects (but that requires some more pipeline-work)…
Let me know how it goes! There has been a few small bug fixes in the last couple days. One of which was found last night and has been fixed as well. The new version is 3.5.1 It makes it so Icing and Spectacles don't crash when you feed it a document with a Background layer that is locked (like that original Background…
Hey! This is first post and I must tell that I am certainly overwhelmed by the work posted in here. I'm not as experienced as most of you, but I love this area. So, I just finished a tool for UE4 where you are able to pack your RGBA channels into a single texture, being able to chose from different textures and customize…
Working on this for my Master Thesis. Got some moving images now. Running UE4, Maya and screen recording together made my MacBook quite hot :poly136: But the UE on my PC wouldn't compile anymore for some reason :( Also maya didn't react to key presses anymore while screen recording and UE chose the stupidest time for…
Hello! Following up on a free parallax-based fake interior shader we did a while back with our shader editor at Amplify (Amplify Shader Editor). Currently working on a new version based on the original paper by Oogst 3D for fake interiors done entirely via shader sorcery. The Unreal implementation by Stefander was an…
https://www.youtube.com/watch?v=h9t8IpvotcU I started working on a burning wood shader in UE4. I want to be universal enough to publish it on Marketplace. My to do list: * of course several types of wood + a lot of presets * option to auto set tiling by scale * FX: flames, sparks, hot air * spawning emitters automatically…
Hi, all. There's some really interesting stuff going down in this thread ― as always! I've made a tutorial on implementing MatCaps in Unreal Engine 4. It's probably not the most useful thing to have in a game engine, but I thought it would be a worthwhile endeavour non-the-less.…
wow i just discover that topic today, there is so much great thing on there :) I will contribute soon, i am working on a Zplugin , having some slow progress, but i can already share this image of the plugin with you sorry, it a wip so the final UI will evolve a little bit. hope you enjoy ! I put the much love i had to…