working on my m2u implementation for UE4. That means a Plugin on the UE4 side that listens on a TCP port. The maya implementation will then send the commands to that port. Testing stuff in the python shell here. I think I can post a video with maya->UE4 action within the next week. :)
That's a great tool. The thing I hate most about working with ue4 is that it doesn't have flexible compile time channel packing and this could solve some of that.
I think identifying useful edges on really round or smooth areas is not that easy. You might invest a bit of time into searching for papers on current decimation or "reverse subdivison", how they call it, techniques, though they are mostly disgustingly mathematical in nature. btw. a minor update on my side:…
Nice! I should Google that algorithm - I implemented a version of this in ue4 a while back and never felt like it was done the right way - certainly wasn't elegant 😁
Breakdown of snow shader and project files: #UE4 If you love something set it free. Superbasic setup. documentation included. Learn from it, make it better, break it, make cool stuff, share: https://goo.gl/xLYC9d