Next Stream Countdown
Straight after the Unreal Stream
Click here to find my Twitch Channel!](Twitch)
3 - “Getting The Most Out Of Texture Compression” — Beginner - Intermediatte
A stream aimed at everybody! I have a tendency to go off on tangents and not explain things very well, so tomorrow should be much better. I’ll show you some tips and tricks to get the most out of texture compression and save memory and file-sizes in your projects without sacrificing quality:
- Info On Texture Compression & The Different Formats
- Channel-Packing Textures
- Compression Types & When To Use Them
- When to use Math vs Textures
- How to use shared texture-sampling in materials
Look forward to seeing some faces!
2 - “Flexible Camera System in C++” — Watch On YouTube](Unreal Engine [Live Stream] - Flexible Camera Management in C++ - 2 / 2 - YouTube) — Intermediate
In this stream I’ll be going over several of the core Unreal Engine 4 classes that manage the viewport of the player. We’ll be creating a system that allows us to attach a Camera to any object in the scene. This would be useful for RPG’s, Role-Playing Games and/Or vehicles where you need to see the world from different perspectives all the time.
- Info On Player Camera Manager
- Modifying PCM
- Custom Camera Spring Arm
- Custom Actor Components
- Switching View On Pawn Possesion
1 - “Demystifying The Dot Product” — Watch On YouTube](Unreal Engine - [Live Stream] Demystifying The Dot - YouTube) — Intermediate
Not too advanced. In this stream, I go over several uses of the ‘Dot Product’ in materials. I’ll be showing you how to step-by-step build several materials and material functions that you can use over and again in real scenarios, and teaching a little bit of the Math and background behind how the Dot Product actually works, so that you can go away and think up your own uses for it
- *Intro to Dot Products - The Math & Outcome
- Mesh-Based Fading in a Muzzle Flash Particle System
- Creating a Soft-Edged Ultra-Customizable Fresnel Effect*
And finally, we’ll combine this knowledge to create a planetary Atmosphere Shader, applying a similar technique to the one I used for The Blue Marble.