Next, I tried to create a Point class with a sphere and the three glows. I added the sphere to the viewport, but I am not seeing how to add the other items.
I finally got the Glow Showcase to stop locking up my editor, well at least most of the time.
Looking at the last item in the showcase - Vertex shader version, it says “any convex planar shape”.
I want to wrap the glow on a sphere. That is not a flat shape. So, will I need to create small flat segments to go around the circumference?
Also, looking at the blueprint for that showcase item, it uses a spline, but I don’t see where it defines the spline points. Anyone have some hints on this?
Now, I see the glow from the top and bottom, but not when I look at the sphere directly. I think the glow is only on one of the faces of the cylinder. It seems to be applying the glow to a single plane, not the full 3D object. I think I may need to define the surfaces separately and apply the glow to each of them.
The leads me to the question I posted above:
Since the glow says it will do a planar shape, how do I wrap it around the curved sphere?
I think I may have to define a bunch of small rectangles and place them around the circumference of the sphere.
The cut off angle is probably responsible for the dynamic behavior in the doom glow settings
I modified the c++ to be able to access the procedural mesh component to copy it’s values for a static mesh in the constructor. You can see with the example scene in the main content folder how it can be setup
They all have the BP_DoomGlow blueprint. When I go to that blueprint, it does not have any components. Also the construction and event graphs are empty.
Now, the glow is translucent and less intense. It seems related to the fill color. The farther that is from the center of the color wheel, the more translucent the glow becomes:
I think I might have a solution. Its not as nice as the true bloom effect, but I think it will work.
I create a box with the base material I created.
Then, I put a white box at the mid-line which slightly protrudes outside of it.
Next, I put instances of BP_DoomGlow on the sides of the white box and made one tinted blue and the other tinted red.
For the sphere, I am going to have to create a bunch of small flat panels all the way around the circumference since the glowing bit will actually be a flat surface.
Glow is usually a shader, easiest when lighting is not too complex (no light mixing, no environment lighting, no light volume). But that usually leaves you with a colored cylinder which might not “glow” enough. In post processing you can play with exposure and bloom values which can greatly assist, or boost a certain color range on the final image which in that example would be pure blue.
I saw your message but I will answer it here. If that headset only supports Vulkan and Vulkan does not support certain shader options (you say post processing is not supported) then there’s nothing to do about that. I can’t tell why that headset would not support it, seems odd. Google shows some posts on a private group on Reddit which seems to confirm that it isn’t supported. Don’t have access to that group to read the entir eposts.
Well… You might get similar results if you create a cylinder mesh and fake the glow as a volume. there are plenty of ways to do it
faking the lighting as a mesh would create a more cheap effect though, it won’t shine on the environment or do other complex things. It’s what you’d see on older games.