I would like to share something with you guys, that I discovered some time ago, but I didn't have nice use cases to show it off. Now in the ray marcher, it saves me a lot of time, and simplifies and shortens the hlsl code that I actually need to write. Hopefully it will be useful for someone else too. It is about adding…
My note on this. Since I'm rendering into a render target that is created by blueprints or by hand, and not a native buffer, the view property node doesn't work, and you need to use texture property instead, and hook up the render target to it. I guess the view property node would not work anyways, because of the same…
More fun. Here is a ray marched menger sponge: I used the classic approach where the menger sponge code lives in a custom ush file included into common dot ush for ease of use in the custom node. Then its ray marched in the custom node, and normals are calculated using 3 extra samples in the end, after the marching loop…
Wearing a cube on my "head" if I want to see the effect is also ridiculous. :D :D Is there any way to fix this? For recap, if I use a post process utilizing distance to nearest surface function in code, it only works if I have a mesh using the same function as a node, on screen. Otherwise I get black image. Like it doesn't…
It is specific to unreal engine's material functions and how it generates the hlsl code, if you use UE4's global shader it works fine.From what I remember it just copies the code into the material expression and based on the error message I am guessing that when it translates the expression it cant compile function…
Got the whole scene to reflect and to be reflected. So far I'm getting really good performance, and I'm curios to see how much worse it gets once I start adding much more complexity. Currently I'm having nearly 500 fps on a 2080ti on 1080p resolution, when the scene fills the whole screen. Next time I'll add reflections on…
Any input from anyone regarding usage of render target buffers, except that I can make the whole thing half res relative to the actual resolution? For things like the dfao from the last page, thats cool but for the pure ray marched ones, it would be just like as if you would use 50% screen percentage. So I don't see much…
I noticed some changes in how custom ush files works in the current versions of Unreal. Earlier it used to be like if you use an external ush file so you don't embed your code into an existing one, the engine won't recompile the shaders when you open the editor. But what happens now, is that it will recompile upon opening…
Something a little different from my usual stuff. Ben Hale (Makkon) was posting about some stylized crystals he was working on his twitter earlier this year, and they were looking really cool. I needed something similar for one of the projects I'm working on, so I decided to try reverse engeneering it. I didn't do it the…
There shouldnt be any downsides. Another approach you can take that is to basically inject hlsl code into the MaterialTemplate. It is described here http://blog.kiteand lightning.la/ue4-hlsl-shader-development-guide-notes-tips/. You have two material functions one to define your structs and one to use them. The upside is…