July 10 livestream: Unreal Engine 4.3 Preview and Rendering Update

Also:

Also ive been pointing people in the direction of this great work by Morgan Mcguire

Fast Global Illumination Approximations on Deep G-Buffers

http://graphics.cs.williams.edu/papers/DeepGBuffer14/Mara2014DeepGBuffer.pdf

Screen space isnt perfect but this new approach goes far beyond what we would call normal screen space, Mixed with LPV for a course of screen GI approximation so as to get bounced light information from behind the view point should work like a charm.

I’d like to know if 4.3 will have any assets from Speed Tree integrated to test out, such as a tree, foliage, grass, etc.

I’d also like to know how the progress of integrating Substance is coming along.

Thanks!

Are there any optimizations of the editor rendering in 4.3. There are reports of higher framerates from some who have tested the preview.

Do you have any news on when the Marketplace will open up for user content?

A few details about the upcoming skin shader would be nice. Will it give similar results to the one used in The Order 1886 in terms of softening? How are chances for it to be in the 4.4 release?

Shoutout to Zak for making really awesome cascade tutorials, I went through all of them and they are fantastic. Cascade is also fantastic! I went from not knowing at all how to use it to being able to reproduce my concept artist’s effects concepts better than he intended!

Couple of differences and wondering if they are 4.3 vs 4.2.1 related.

Size by Speed is not in the modules, is this a 4.3 thing? (didnt see it in the docs). Size by Life works anyways.
RadialGradientExponential is inverted for me (and a few others). Used a 1-minues and it was fine though.

substance plugin timeframe, lot of money wrapped up in them, will be awesome to finally be able to use them

Hey Epic -

I am curious about World Browser and some miscommunication that may have happened. In the previous live stream at the very end it was said that world browser would support Single player worlds in 4.3

However a member of epic games staff said on the forums that it will support multiplayer in 4.3. I am a bit confused which is it?

@joessu

Size By Speed is used for GPU Particles. :wink:

regards

[QUOTE=;93403]
@joessu

Size By Speed is used for GPU Particles. :wink:

regards

Not according to the tutorial that i followed. The 4th video he creates a sparks emitter (CPU) and gets a size by speed module.

check out at that exact time.

[QUOTE=joessu;93407]
Not according to the tutorial that i followed. The 4th video he creates a sparks emitter (CPU) and gets a size by speed module.

check out at that exact time.

Hmm. Okay looks like in 4.3 it will be possible to use Size By Speed on CPU Particles. on my 4.2.1 install it only works on GPU Particles. My bad Sorry!

[QUOTE=joessu;93407]
Not according to the tutorial that i followed. The 4th video he creates a sparks emitter (CPU) and gets a size by speed module.

check out at that exact time.

Yeah, it’s in 4.3 both for GPU and CPU particles.

Hey folks. I had a quick question: What’s the current status of UMG?

Hey! I have a quick question, What is the status on the “Auto lightmap UV workflow” that’s posted on the roadmap, And am i correct to assume its similar to the UV tools of Enlighten, where it generates the UV lightmaps automatically without having to make it manually? Also, will we see it in 4.3? Thanks guys, You rock!

[QUOTE=zeOrb;93410]
Yeah, it’s in 4.3 both for GPU and CPU particles.

Awesome!

[QUOTE=zerofiftyone;93411]
Hey folks. I had a quick question: What’s the current status of UMG?

I think there is a thread somewhere on the forums that is constantly updated with status.

Hey Guys,

Really looking forward to the updated lit translucency but I notice there is a lot of flickering with translucent materials when using the Oculus Rift currently in 4.2, has this been improved or were there any other improvements to translucent materials? Thanks!

[QUOTE=Ozykz;93421]
What is the status on the “Auto lightmap UV workflow”?

Working on it as we speak. The idea is to make an automatic UV packer that is good enough quality to make it the default workflow for using lightmaps. Right now there are two ways to generate lightmap UVs inside of unreal, both of which give pretty poor results. I am going to replace both with a new one and make it pack on import instead of as a hidden tool you need to know about and use. The long term goal is to make the concept of lightmaps as 2d textures totally transparent to the user. To achieve this, UVs need to not have to be provided by the artist and we need to smooth object and UV seams. The goal is a lofty one and this is step one down that path.

[QUOTE=The_Distiller;93366]
A few details about the upcoming skin shader would be nice. Will it give similar results to the one used in The Order 1886 in terms of softening?

The preintegrated skin shading model that has been present since 4.0 is the same general model The Order uses. Although efficient, we haven’t been able to achieve the quality of skin we are after with it. The skin technique we are working on uses screen space subsurface scattering based on the work of Jorge Jimenez. It should be much higher quality skin than anything we have supported in the past.

[QUOTE=Brian Karis;93508]
The preintegrated skin shading model that has been present since 4.0 is the same general model The Order uses. Although efficient, we haven’t been able to achieve the quality of skin we are after with it. The skin technique we are working on uses screen space subsurface scattering based on the work of Jorge Jimenez. It should be much higher quality skin than anything we have supported in the past.

Awesome - I’d love to be able to get such high quality skin on my characters.

[QUOTE=Brian Karis;93462]
Working on it as we speak. The idea is to make an automatic UV packer that is good enough quality to make it the default workflow for using lightmaps. Right now there are two ways to generate lightmap UVs inside of unreal, both of which give pretty poor results. I am going to replace both with a new one and make it pack on import instead of as a hidden tool you need to know about and use. The long term goal is to make the concept of lightmaps as 2d textures totally transparent to the user. To achieve this, UVs need to not have to be provided by the artist and we need to smooth object and UV seams. The goal is a lofty one and this is step one down that path.

This is really nice and would probably remove most of my annoyances with lightmaps at this point. Having to massage the UVs right now is a real pain.

Wish these livestreams would make it on to youtube faster.