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Goal to create a lidar lookalike

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    Goal to create a lidar lookalike

    Wassup im trying to create something like this:
    Click image for larger version

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    Im pretty new to unreal engine so im not a professional but i spend many hours everyday now lerning this program.

    I tried to create this on my own with cubes spawning but that turned out extremly bad. nothing really happend and my fps just dropped

    If anyone out here knows how to create this please give me tips and tricks how to create it and some good functions to use for it.
    Thanks in advance // Psycho
    Last edited by Psycho5553; 04-27-2016, 07:14 AM.

    #2
    And why you are starting second thread that is almost same as your original one?

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      #3
      To show more precisely what i ment. the other one was not really 100% what i tried to create. I maybe just should have edited the other one but i didnt think about it, sorry

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        #4
        This can be done with GPU particles. Follow some particle tutorials. This effect is quite easy to do.

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          #5
          https://gyazo.com/f737057cf493704a0b6e9aa9cea97b0c

          Not sure if thats what im looking for, i tried it out and the particles just dissaper when i come close to it

          EDIT: Sure it looks cool and almost like i want to but if anyone knows another way todo it tell me also!

          https://gyazo.com/c690fdb56703fa8c63bb1fafcd47095f
          Last edited by Psycho5553; 04-28-2016, 04:47 AM.

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            #6
            That would be because GPU particles are only active if the emitter bounds are on-screen to save your graphics card updating and rendering particles which the player logically cannot see (occlusion isn't added, so while an emitter must be on-screen to be active, an emitter behind a wall is still active). If you click anywhere in blank space (off an emitter) and scroll until you find the Bounds category, check the checkbox then enter the bounds you'd like to use.

            Normally you'd want to have your bounds set to your particle's extent, hence up in the toolbar you'd go Bounds (dropdown box) -> Set Fixed Bounds. This basically calculates the bounds based on the maximum bounds your particles create for the emitter, hence being the most efficient (as it'll be as big as your particle system actually needs). Though because your particle system uses collision, Set Fixed Bounds will get an incorrect and inaccurate set of bounds to use, meaning it'll disappear when you least expect it to like it is now. Setting it manually through my above steps means you can control the final bounds. You'll want this to be as large as you need them to be for every given scenario, test how far your particles go out and set the bounds to that.

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              #7
              There are only 2 ways: gpu particles or post process. Also it really depends on what exactly you want to do.

              Postprocess could act like light source, so everything facing some point could have added dots over. And when you move that source, dots would also be cast to new places and removed from shadows. Its a bit different than particles.

              And particles you have already done, just need more tweaking.

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                #8
                okay i think im staying with the GPU particles. But is there anyway i could get like how many meter's there is to every object? so with every object it hits i get like a print text for how long range it has to it?

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                  #9
                  Nope, communication with gpu particles goes only from game to them, nothing comes back besides screen view.
                  To get distance to all objects around you need to use blueprints. GPU particles should be used only to show some effects.

                  I think you should follow some tutorials to get idea of what is used for what in engine.

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                    #10
                    Okay thanks for the info, i might create like a trigger that follows the rotation of the particle's to see the distance, seems like that should work.

                    EDIT: I took away particle's now for better result.
                    this is what it looks like so far: https://gyazo.com/3a0c2496b1ca053cbd9a08bab80e5b79

                    I also found out that you could hide the laser, so now i go with the particles and a invisible laser to see what object it hits

                    https://gyazo.com/fee48756b2810d4db840f5ca79f0de66
                    Last edited by Psycho5553; 04-29-2016, 07:13 AM. Reason: Starting to go forward!

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                      #11
                      is there anyone who knows how to create a simple way to see the range to an object when it hits a trigger? so it just prints out the distance to print text?

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                        #12
                        (start point location - end point location) then vector length of it.

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                          #13
                          I cant find anything named "start point location" in the event graf, since i guess start point location is a function

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                            #14
                            https://gyazo.com/c26e60fd7fb52ae5013810314df5d15e
                            this is what ive done so far, it prints out how many cm there is to every object.

                            But when it doesnt hit anything it just prints out 518 (max range).
                            It would be better if it just didnt print anything out when it doesnt hit anything
                            Do anyone know a simple solution to this?

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                              #15
                              You take hit result, see if it hit anything, then do branch and print only if its true.

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