Thats pretty par or the course, and the reason I have a big sign telling my team to not update at all.
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Production Manager at Goodnight Games
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Okey doke, am pushing ahead without particle beams because adapt and survive, all that...
Currently vol fog on meshes only does the bounding box for the mesh, but I realised that I could still shape the fog inside the bounding box using shader math and local coordinates.
Here's my first test of this:
You can sort of see the green fog filling the bounding box and the red/blue fog taking the shape of a cylinder.
Now here it is with a bunch of my noise mangling stuff bundled into it.
First up, from back a bit (will be daisy chaining cylinders like this along a spline):
And now some beauty shots flying through it:
And of course, all the colors and noise are hugely adjustable...
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Fair point.
But your method is quite clever to the solution you have. I've seen a few other people use material math to shape the new volumetric fog.Production Manager at Goodnight Games
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That spiral like galaxy bit is pretty dang nifty!Production Manager at Goodnight Games
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Oh thats pretty! All splines with generated planes along them?Production Manager at Goodnight Games
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Nebulas are looking nice... But remember 'Eden' and Planets...
Planets Simon...
Look at the picture... Focus on planets.... Return to planets...
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What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
Instead its better to just take projects apart (see the free 'creators' listed here)
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