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UnrealFastNoise - Modular Noise Generator Plugin

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  • replied
    Does anybody have a sample blueprint/ProjectFile/Tutorial to show how to set up instanced Static mesh with animated noise at runtime? I've watched the creators videos but they don't show the entire blueprint. And the CashGen demo project doesn't have a sample file for Fast Noise.

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  • replied
    Ok can someone explain me how the **** i should use the generator from this plugin to create a dynamic mesh from it? I cant find any working examples, and all of the 3 examples provided are not explaining how to use the generator output. Its frustrating, can someone hint me a working tutorial or smth?

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  • replied
    Originally posted by maybe1220 View Post
    This works for 4.22.3, skip step 7

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  • replied
    All plugins on the PC in UE4 there is a folder "Binaries" which 2 files, in UnrealFastNoise its not. Perhaps if you added it to Your plugin, it would run without problems.

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  • replied
    Originally posted by Rexow12 View Post
    i'm new in every thing , soo how do you make this thing to work witch Unreal ? what do you do with it after downloading it ?
    Please follow this:

    https://forums.unrealengine.com/deve...48#post1535248

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  • replied
    i'm new in every thing , soo how do you make this thing to work witch Unreal ? what do you do with it after downloading it ?
    Last edited by Rexow12; 01-08-2019, 01:18 PM.

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  • replied
    Originally posted by Albie_123 View Post
    Is it possible to somehow use the noise module with a Render Target to create a texture during run time?

    EDIT: After posting, I realised it would be possible through the Draw Canvas to Render Target node and then painting pixel by pixel, getting the values for each coordinate. If there's a faster way, would love suggestions - otherwise this should work.
    Sure. If you look at my other plugin CashGen, you can see an example where I use the output from the noise plugin to generate a depth texture which I then use on the water material.

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  • replied
    Is it possible to somehow use the noise module with a Render Target to create a texture during run time?

    EDIT: After posting, I realised it would be possible through the Draw Canvas to Render Target node and then painting pixel by pixel, getting the values for each coordinate. If there's a faster way, would love suggestions - otherwise this should work.
    Last edited by Albie_123; 12-04-2018, 03:26 AM.

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  • replied
    Originally posted by Sabudum View Post
    Would someone be so kind and provide some binaries for this plugin? I can't run VisualStudio and compile them myself, and i'm having a terrible time trying to make this plugin work, it's a nightmare, i'm sing UE 4.18 if that helps.
    Installing VS 2015 community and compiling is really the easiest option. Distributing binaries for every platform, every version would be a nightmare.

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  • replied
    Would someone be so kind and provide some binaries for this plugin? I can't run VisualStudio and compile them myself, and i'm having a terrible time trying to make this plugin work, it's a nightmare, i'm sing UE 4.18 if that helps.

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  • replied
    Originally posted by honaj View Post
    I'm trying to build the plugin on my Mac, but Xcode is giving me "Inline function UFastNoise::GetNoise2D is not defined", same for GetNoise3D.
    The functions are declared as inline in the header, but he function definition is in the cpp. You can either remove the FORCEINLINE in the class definition in the header or move the appropriate functions in the header.

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  • replied
    By any chance, is it possible to integrate bicubic interpolation into this plugin? I tried digging into the codes but my brain fried on the 66th line...

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  • replied
    Originally posted by honaj View Post
    I'm trying to build the plugin on my Mac, but Xcode is giving me "Inline function UFastNoise::GetNoise2D is not defined", same for GetNoise3D.
    I failed in my Mac as well, but it works on my PC. Maybe you can change the system to windows.

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  • replied
    I'm trying to build the plugin on my Mac, but Xcode is giving me "Inline function UFastNoise::GetNoise2D is not defined", same for GetNoise3D.

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  • replied
    Originally posted by mid_gen View Post

    The plugins in the demo project are git submodules, you'll need to pull them all.

    In TortoiseGit (my Git client of choice) it's as simple as ticking the 'recursive' checkbox when cloning.

    or

    Code:
    git.exe submodule update --init --recursive
    Should do the trick
    Code:
    fatal: reference is not a tree: 86af3585a9c0e97859c7c6dabd710f2f3a16430e
    Unable to checkout '86af3585a9c0e97859c7c6dabd710f2f3a16430e' in submodule path 'Plugins/RuntimeMeshComponent'
    i can download the git project by hand and copy it. but --recursive won't let me download it

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