Announcement

Collapse
No announcement yet.

[Odessey] Creating my own G-Buffer in UE4

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Oh, I had two levels? I didn't even realise, sorry! I'm not sure to be honest, it might be time you tried the AnswerHub to see if any Epic devs there have any ideas.

    So I actually saw a better example of what you want to do than Heroes. Have you played Bioshock Infinity? The DLC Buried At Sea Part 1 and 2 does something really similar to what you want to do as well, with one of the characters opening tears in space. Check that one out too. Good video here: https://youtu.be/ShT88F8OZTQ?t=205

    Bioshock Infinite is made in UE so you might try asking the devs if they had to do anything special beyond capture components. Then you just need to set the level up the same way I did with offset levels.

    Comment


      Wow that's really cool, I can't see any frame lag. Thank you for that video. I think I'll do what you say and ask answerhub. After trying to find different approaches to my problem I now do believe 2 offsetted worlds is the best solution. Thanks a lot for everything It really helped.

      Comment


        Was anyone able to update the mesh tag to 4.11?

        Comment


          [MENTION=118902]Temeran[/MENTION] - I don't suppose you;d be able to offer any insight to this post would you?

          https://forums.unrealengine.com/show...l=1#post669952

          Comment


            Any chance you could share a live link>?

            Comment


              I am developing a project in which I have to draw different colors on individual static mesh for object segmentation purpose. I use the custom stencil buffer provided in the latest UE4 to tag different objects and use USceneCaptureComponent2D to capture the scene and draw it with a render target. But with this approach, it limits the number of objects I can tag to up to 256 only. I urgently need a solution to allow me to have more than 256 tags.

              I found this thread about creating a custom GBuffer which could be one option for me, but that will need to change the unreal engine code and will cause merge issues if upgrade to newer version in the future, so I am trying to avoid doing this. Another option could be to change the custom stencil buffer to have more than 8 bits, but I believe that again needs lots of changes in unreal engine itself.

              Is there any elegant way (or even just workaround) to achieve what I want without having to modifying the unreal engine?

              For example, dynamically create a transparent material per mesh and set a custom parameter on that material and somehow access that custom parameter in the post process pass. Or any way to create a custom SceneTexture which can hold the value set per mesh (similar to the stencil buffer)? Or create two render targets to render the same material for twice, so in the shader I can use one custom stencil value as the lower bits and the other as the higher bits, then combine them in the shader. Is ant of these approaches possible?

              Any suggestion would be highly appreciated.

              BTW, anyone had the chance to merge Temaran's Custom Tag Buffer patch to Unreal Engine 4.18 or 4.19?

              Thanks a lot!

              Comment


                I have a growing list of features/effects I’m trying to implement across a few different projects which, I’ve been slowly realising, could all be achieved by having a spare float3 or float4 GBuffer I can write to from a normal material and pick up in a post processing material as a scene texture.

                Does anyone know if Temaran’s custom buffer code is still working in current versions if UE4?

                Comment

                Working...
                X