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[TUTORIALS] Photons Be Free: Mini-tutorials and other curiosities

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  • #91
    Hi Tim, that's awesome!! Yeah no rush, just if you get time for it.
    Last edited by Kajisan; 02-16-2016, 02:11 PM.
    Join the Underground
    www.descentunderground.com

    Tobias Löffler
    Senior 3D Artist
    Descendent Studios

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    • #92
      Useful Software: Path Length Checker

      So, I've recently been doing a lot more packaging for some test projects and knowing the length of the file path cannot exceed 165 characters while cooking the build I have had to clean up a few things in my process. In an effort to see where my problem files were without having to dig into logs from the cook I found this little diddy of a program that is FREE and simple to use! It can be a real time saver if you need!

      Path Length Checker

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      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation
      Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
      _____________________________________________
      Follow me on Twitter @TimHobsonUE4 | My Personal Website
      Photons Be Free: Mini-Tutorials and other Curiosities

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      • #93
        Distance Field How-To's

        Basic how-to's to help you setup and use Mesh Distance Fields with your project. Includes break down of settings and some helpful console variables.

        Distance Field How-To's:
        1. How to Enable Mesh Distance Fields for your project.
        2. How to use Distance Field Ambient Occlusion
        3. How to use Distance Field Soft Shadows
        4. How to use Distance Fields for Particle Collision
        5. How to use Distance Field Global Illumination


        Culling: Precomputed Visibility Volume

        This techinical page will cover the use of Precomputed Visibility Volumes and various stats and settings to make them work well in your scenes.

        Precomputed Visibility Culling



        Destructible Settings Showcase

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        This is a standalone project that is in the vein of Content Examples with it's setup. This project covers all the available settings from the Destrucitble Mesh Editor in (hopefully) a clear and concise manner.

        You can find out more about it on my site below and download the project.

        Destructible Settings Showcase
        Last edited by Tim Hobson; 03-29-2016, 02:30 PM.
        Tim Hobson | Learning Resources | Epic Games
        UE4 Documentation
        Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
        _____________________________________________
        Follow me on Twitter @TimHobsonUE4 | My Personal Website
        Photons Be Free: Mini-Tutorials and other Curiosities

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        • #94
          I've been adding some Tutorials and Setup pages to my personal site over here at TimHobsonUE4.snappages.com if anyone is interested.

          Latest additions are:

          Reflection Capture's new features for 4.12
          - Increased Texture Resolution for Cubemaps of Reflection Captures
          - Cubemap Offset Values
          - Custom Cubemap assignment for Reflection Captures

          Lighting Channels (New Feature in 4.11)
          - Covers basic setup and general practices with using these

          Capsule Shadows (New Feature in 4.11)
          - Covers setup and adjustment of settings
          - Comparison of Console Variable settings to adjust the look of your Capsule Shadows

          Follow me on Twitter [MENTION=36520]TimH[/MENTION]obsonUE4 for the latest updates and if you have any requests within my area of expertise I'm happy to add it to the list.
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation
          Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
          _____________________________________________
          Follow me on Twitter @TimHobsonUE4 | My Personal Website
          Photons Be Free: Mini-Tutorials and other Curiosities

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          • #95
            Hey Tim, great tutorials!<br><br>can you explain why only the Apply Radius Damage BP node seems to work, while the Apply Damage node does nothing? Does it require some specific setup to work? <br><br>Also I have noticed that setting fracture Chunk limits only works in APEX lab but not in UE4 (at least not for apex lab meshes), also reimporting destructible meshes still crashes the Engine most of the time (4.12).

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            • #96
              Was watching Star Trek voyager during a lighting build, and, oh how life imitates art

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              • #97
                Hey Tim,

                Question for you...if I have a tree mesh that I want to be destructible but i only want the lower third to fracture and have the upper two thirds be just one solid chunk...is that possible?

                The reason I want the top to be just one chunk is that I want to make the bottom have as many small chunks as possible so I want to focus to detailed small chunks to the very bottom of the tree...

                Thanks in advance!
                http://www.fusionlabz.com

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                • #98
                  Originally posted by grizly32 View Post
                  Hey Tim,

                  Question for you...if I have a tree mesh that I want to be destructible but i only want the lower third to fracture and have the upper two thirds be just one solid chunk...is that possible?

                  The reason I want the top to be just one chunk is that I want to make the bottom have as many small chunks as possible so I want to focus to detailed small chunks to the very bottom of the tree...

                  Thanks in advance!
                  In this instance Destructible Meshes would not be the best path to persue. For something like a tree where you want a very specific set of things to happen when you cut the tree down this system won't give the best results for that, especially if you're just using the in-editor Destructible Mesh Editor since you only get a single depth of destruction.

                  For something like this I would actually set up all the individual fractures of the mesh as their own separate mesh and import those into UE4. I would then use Blueprint to control how the fracture through some logic and swap out the meshes as needed. My description is kind of vague, but it's really the best route when you need that kind of control and especially dealing with foliage of any sort. The DM system in UE4 works really well for hard surface kinds of materials where a fracture looks more natural. When using wood you don't get the splintering effect that would look more natural unless using PhysX Labs, but even still the setup you're looking for wouldn't look natural.
                  Tim Hobson | Learning Resources | Epic Games
                  UE4 Documentation
                  Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                  _____________________________________________
                  Follow me on Twitter @TimHobsonUE4 | My Personal Website
                  Photons Be Free: Mini-Tutorials and other Curiosities

                  Comment


                  • #99
                    Originally posted by Tim Hobson View Post
                    In this instance Destructible Meshes would not be the best path to persue. For something like a tree where you want a very specific set of things to happen when you cut the tree down this system won't give the best results for that, especially if you're just using the in-editor Destructible Mesh Editor since you only get a single depth of destruction.

                    For something like this I would actually set up all the individual fractures of the mesh as their own separate mesh and import those into UE4. I would then use Blueprint to control how the fracture through some logic and swap out the meshes as needed. My description is kind of vague, but it's really the best route when you need that kind of control and especially dealing with foliage of any sort. The DM system in UE4 works really well for hard surface kinds of materials where a fracture looks more natural. When using wood you don't get the splintering effect that would look more natural unless using PhysX Labs, but even still the setup you're looking for wouldn't look natural.
                    Gotcha, I actually started with a few swapped out meshes but then thought about using DMs instead...guess I will stick with the mesh swap

                    Thanks for the help!!
                    http://www.fusionlabz.com

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                    • I have a few question how can i control how fast or slow this day/night changes. Plus could you make some kind of clock connection with day/night cycle and make it smart too so if i changed how fast the day/night cycle the clock will follow the time? Also if i were to press a button near the clock i can choose the time on it and it would set the time in the game?

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                      • hey there
                        how do you make and export LODs for an animated object
                        as a test i made a sphere and several LODs and attached them to a node that simply spins 360
                        but just exporting from max explodes and crashes out every single time
                        is there some extra step ?

                        cheers

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