So after combining a few foliage setups and your dithering process. I found the video from the UE4 guys and its pretty much forcing dither. They pretty much take a noise image and run a panner node on it to animated the noise and fade the edge. I couldn't get a result that looked better then the dither. last thing I have…
Hi, What is the point of the BlurSamplesOffset node in your graph? I'm pretty sure it does nothing. It implies it will do a blur but that node does not do any blurring. Also, any further updates?
UE4's lack of forward rendering is a huge pain for stuff like hair, but on the other hand they re-implemented dithered transparency. A while back I did a project in UE4 with a character that had hair, and from what I can tell, this area is essentially the Wild West as far as UE4 is concerned. I think they put Dithered…
Ya they talk about the process but that does not work in UE4. Largely because UE4 is s Differred rendering. I'm finalizing the node network so it can be instanced properly. then I will pose each layout and its connections. As always if any one has some good feedback or solutions let me know.
Hell ya in the right direction! We had one of the guys from unreal come into work and give us a kinda of work around. How they did the hair in the infiltrator demo. Sadly I was not at the office when he was there. I think they recorded it and I will try and dig that up and see if we can keep making head way on this. I…
I was still racking my brain on how to go about it, so when I got home I cobbled together a quick material using some junky old models and textures I had laying around: It's by no means a perfect way of achieving hair transparency, but it's got some good points to it. Since it's 1-bit transparency, it doesn't suffer from…