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singmetosleep (atmospheric exploration narrative protoype)

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  • replied
    Perhaps using a depth buffer that effects the alpha of objects in the distance?

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  • replied
    Originally posted by TheOldWizard View Post
    Alrighty im looking forward to that post.
    Regarding the fog settings, I was misremembering: as it turns out, I had high hopes for atmospheric fog giving me a sort of "distance haze" as shown in the image at the top of this page: https://docs.unrealengine.com/latest...Fog/index.html

    But after a lot of experimentation I could not get more than a negligible effect. As it turns out, I'm currently only using an Exponential Height Fog. And even with this, I spent a lot of time playing with the Height Falloff, Max Opacity, and Start Distance, and ultimately left these at default, instead simply jacking the density up to 1.0 and dropping the fog actor *way* below (-25000) my ground plane to get the current look:





    Like I said, I still aim to have scenery/objects beyond a certain threshold gradually disappear completely into some sort of fog, but I haven't found a way yet.

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  • replied
    Originally posted by acatalept View Post
    Thank you all for the compliments! I'll continue to post as I progress.



    I'll post the exact details when I next get a chance to sit down and crack open the project. I *do* remember spending a lot of time playing with a combination of atmospheric fog and exponential height fog to get where it is now, and it's still not totally obscuring very distant objects/scenery (which is my goal).

    Alrighty im looking forward to that post.

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  • replied
    fantastic! Looks super creepy and intriguing. Kept expecting a slenderman or something to scare the banana pudding outta me.

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  • replied
    Thank you all for the compliments! I'll continue to post as I progress.

    Originally posted by TheOldWizard View Post
    Do you use atmospheric fog with a density gradient in order to achieve that foggy look at the edge of the terrain?
    I'll post the exact details when I next get a chance to sit down and crack open the project. I *do* remember spending a lot of time playing with a combination of atmospheric fog and exponential height fog to get where it is now, and it's still not totally obscuring very distant objects/scenery (which is my goal).

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  • replied
    Looking great!

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  • replied
    Cool stuff man, that second video has a lot of atmosphere. The sound adds so much!

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  • replied
    Amazing and unique. I'll be following this project. Love the 2001: Space Odyssey Influences.

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  • replied
    Do you use atmospheric fog with a density gradient in order to achieve that foggy look at the edge of the terrain?

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  • replied
    This is pretty neat I like it. keep at it.

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  • replied
    Looks awesome - that kind of desolate snowy atmosphere is something i'm trying to achieve myself (I've only had the engine for a couple of days thought, and a few hours to play with it - hoping to get some real time with it soon)

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  • replied
    Looking great, the atmosphere in the second video is very nice. Will be keeping an eye on this.

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  • replied
    I have to say, this is probably one of my favorite things I have seen in UE4 yet. Everyone gravitates to the usual fps, 3rd person, sidescroller, or flying game. Most of them are spawned because the developers were inspired by something they played or a game series they enjoyed. (Not saying this is terrible), however it causes a "stale" monotonous repetition that can get discouraging. Unique games don't really come out anymore. But I have to say, it looks like you might be on to something very unique

    BRAVO!

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  • replied
    Wow, it's really coming together in the second video Keep us posted!

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  • replied
    I'm new to UE4 (coming from Unity), but I'm very impressed with the tools and workflow. And of course the out-of-the-box visuals (for a non-artist like myself) are just incredible...
    Last edited by acatalept; 05-23-2015, 11:30 PM.

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