just to answer my own question quoted from neogaf... "NVidia: Please give us an overview of how the algorithm works from generating the octree, to cone tracing, to the gathering pass. Tim Sweeney: The technique is known as SVOGI Sparse Voxel Octree Global Illumination, and was developed by Andrew Scheidecker at Epic. UE4…
I think you've mistaken them for Epics tech, Computron posted a slide on Cryteks tech updates for Crysis 3. Anyway regarding those, this is what I meant, you can see it from 12:50 to 13:10. You can see that cubemap part "dragging" one the screen as the camera moves. In this trailer they had control of the camera so it's…
UE4 works like this: BaseColor: The color of your surface Metalness: 0 = base color is used for diffuse shading, 1 = base color is used for reflective color when metalness is 0, your object will have about 2-3% specular reflectance (with fresnel) Specularity is also energy conserving meaning lower roughness values will…
Hello I want to make a traffic light with around a 40 second loop? what is the easiest way to set this up? I was thinking some kind of linear sine material, texture panner or gif? I was thinking I could just rig some lights that scale from zero to one just in front of the glass, but that feels so dirty and hacky :) Would…
What I mean in other engines you composite materials from other materials. You want to make let's say sword. In Cryengine 3.5 you have to paint texture as have done it so far. In other engine, you just paint mask for: 1. Blade. 2. grip 3. Other elements. You assign separate materials to each mask, with specific properties.…
I'm probably oversimplifying, but I *think* you could still do some stuff if you had: 1 - access to source (and thus could change the lighting model algorithm from phong to something custom) and then it would be for the entire scene/world/game/etc 2 - did something crazy that was still based off of the regular…
Thanks Inside. 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…
The major difference though is that UDK wasn't totally free for commercial use either, and carried its own license/royalty costs when used for profit. UDK still exists, and people who want to continue to use it for non-commercial fun or skill development can continue to do so, even if Epic is no longer…
OK, here are my results. These are all 128x128 bakes for MAXIMUM SPEED so ignore the ugliness please. First up I have a normal map baked in 3ds Max with Render to Texture, applied to a mesh that had tangents included, imported with Import Normals: Obviously not synced. Here's the next one. This is the same mesh exported…
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…