Engine Features Preview 5/29/2015

Hrmm owell all I know is “I have an update in my library” for UE4 with nothing there >_> since the launcher updated. Meh no biggy.

Ah sorry, I misunderstood. Do you have 4.8 preview 4 installed? If not, it may be letting you know that you can add an engine slot for the 4.8 preview builds (or if you already have it but have preview 1…3, that preview 4 is available). If you already have 4.8 preview 4 installed, then I have no idea why it’d be telling you there is a new build available.

Cheers,

Great stuff! Is the Spiral Blur Scene Texture available also on Mac?

My thoughts exactly! Well as I’m also in the position of not wanting to have a myriad different installations of UE4 on my computer, I’ll wait to try it until it’s officially released. I’d be happy to hear about your results if you decide to experiment with it. =)

Very nice indeed!

No I don’t have the Preview installed atm though normally if I click on it and load it in the launcher to install then close it the notice goes away but like I mentioned it’s nothing big just was like “ok odd owell” I figured it was probably just letting me know "Hey new preview build!!: and just didn’t go away cause at the time I didn’t have space to DL another instance of the engine.

Are there any performance comparisons between the Snow & Sparks scenes using Scene Depth collision instead of Distance Fields? Just interested to know which techniques are suitable for what.

The cost between the two methods is about the same:

It says, that there is Spiral Blur in 4.9. But I cannot find any functions with blur. Did you add this, or it will be in 4.10?

http://s1.uploadpics.ru/images/-y1Fv-9Orl.png

Awesome, amazing work guys :slight_smile:

The new Ambient Occlusion Material Mask seems more like what VRAY Dirt can do, if only there was a way to control the direction with a bias, like vray does

UP. Still do not understand, how can I blur everything behind my glass as you did in first post…

@AlFlakky:

This feature actually did not make it into 4.8, not sure about 4.9 but guess it’s not in there, too.
See this thread: https://forums.unrealengine.com/showthread.php?70143-So-Blurred-glass-material-is-impossible-in-Unreal-Engine-4

RyanB seems to be the guy behind this Material(I contacted him to better understand it., why it is not in the engine etc.). You can create a Custom material node and copy/paste the HLSL shader code (from the thread above) to create the “SpiralBlur” Material.
I tried it and we used it for the blurred glass in our biotic project: https://forums.unrealengine.com/showthread.php?83986-RealtimeVR-Biotic-%E2%80%93-Interactive-laboratory

First of all, it is heavy on performance! It looks ok with lower settings but it’s hard to use for realtime use cases with nice looking results. In the thread, there are mentions of other methods that maybe fit your use case better.
Anyway, good luck with it :slight_smile:

http://imgupp.com/img/1443452996.jpg