[Odessey] Creating my own G-Buffer in UE4

Cool, well I think I’ve got enough to go on so I’ll show you what I mean when I’ve got something up and running. Thanks for all your help :smiley:

Sweet!
I’ll be looking forward to it!

Good luck :smiley:

/

There is now a 4.8 version of the custom tag buffer thanks to karltheawesome’s pull request!

Thank you !

<3

Best regards,

How can I get this for 4.7.6? O: Do you think this will be included in 4.8?

I never made an update for 4.7 as I wasn’t working on the project that needed it at that time. The changeset for 4.8 was really small though, so making it work for 4.7 should be really easy.

It will almost certainly not be included in 4.8. There is no incentive for epic to want this in the engine source unless there is significant community interest. Also, it works fine as an engine mod :slight_smile:

As I’ve mentioned before, one of my side projects is making this work as an engine , and I’m still working on that. There are a lot of things I need to fix to make that happen, including some engine modifications that Epic would have to pull. I think they would like those changes anyways though.

It’s just a function of my free time I’m afraid :smiley:

If you really need it for 4.7 and cannot figure out how to patch it, let me know and I might spend an hour or so making a 4.7 branch.

Best regards,

The changes I made for 4.8 should in theory work with 4.7, you can probably fetch the 4.8 branch and just cherry pick the commits for it.

I think there’s still no plans to make a pull request to the Epic repository so I don’t think it will be available as part of the Epic release branch.

You guys are still awesome… I don’t see why this isn’t already included… there are so much uses for this, even for the editor itself, like giving a static mesh a different outline than an actor…
I sadly have no idea how to even use this… XD I still hope for a ~

Ok I’ve got the basics of what I’m trying to do done. I’ve made a short post showing the early results on my blog.

Thanks for all your earlier work with this, being able to look though your changes really helped.

I think you might of done things the hard way :D. Making a custom output and writing to my custom buffer in the base pass simplified things a lot. I only had to make minor modifications to half a dozen files or so to get this working.

I’ll probably wait for 4.8 to go final before I push it to to make it easier for people to patch.

Sweet!

I’ll be looking forward to see some glorious effects using that!

/

Thanks for posting this project!
I’m trying to render particular tagged cone lights into a custom buffer for post-processing, I’m still a long way from figuring it out but your branch has given me a great start with understanding the rendering pipeline.
Hopefully epic will simplify the process of adding custom buffers at some point.

Always nice to see someone getting some use out of it :slight_smile:

Best regards,

Hello again everyone!

I have now created the first pull request in a series of pull requests to make it possible to create a "Custom GBuffer ". If you would like to see this, please feel free to either help me out in polishing the changesets themselves, or by making it known to Epic that this is something you are interested in. You can find it at:

https://github.com/EpicGames/UnrealEngine/pull/1218

This pull request addresses being able to store shader files in a project folder instead of having to resort to the engine/shaders folder. This is essential if it is going to be possible to create plugins with custom shaders without having to use not-so-stable workarounds.

Next step is creating a pull request that adds hook points to the graphics pipeline. I think this task is large enough to become my next odyssey, so if you liked this one, perhaps you will like the next one :). It’s about time at least, that’s for sure :smiley:

Best regards,

It’s great what you are accomplishing and it’s great that you share back. Im not a pro; but I glanced over the PR and it looks fine. IMHO it would be wise for Epic to take that pull request. And it would be great to extend the innards of the engine with plugins more then is possible now without changing it directly, so go continue :smiley:

Thx for your work.

And I was told off for following this thread, but there you go it was worth it. I really hope this makes it in! I wish I had more time and knowledge to contribute but I can just sit by and wish you the best!

greetings,
FTC

Thank you for the kind words :slight_smile:

And FTC, I probably wouldn’t have gotten back to playing with this as fast if you hadn’t posted back then, so thank you for the motivation injection!

/

Wow so late to the party.
I was working on some code to make unique outlines per object until I realized that one PP Effect meant they would all share the same outline color. So I got to googling and this seems like my only hope.

What is the current status?

All the links to the pulls are dead.

EDIT: Silly me links were dead because I hadn’t linked by account.
Checking links outs.

It looks like the definitions for UPrimitiveComponent::SetRenderCustomTags are missing from the 4.8 branch. I’m going to assume that I can just copy the code from 4.6.

EDIT: Looks like it works, though CustomTagRendering.cpp has a number of errors. It should be using FTagDrawingPolicyFactory instead of TDepthDrawingPolicyFactory and it is using DynamicMeshElements.Num() to index into DynamicEditorMeshElements.

All the links seem to end up in a 404 page ? Where can I get the latest version of this awesome work ?

You will need to link your account with your Unreal account. Also make sure you are logged-into before accessing those links

Hello everyone!

I’ve now created a new branch for the 4.9 preview as I’m preparing to use this technique again for one of my new projects:
https://.com//UnrealEngine/tree/4.9CustomTagBuffer

It is only one commit as always, here is the changeset if you just want that:
https://.com//UnrealEngine/commit/71dd70b83d68958f4b4f6c298657f4471f4ede41

I also saw people had problems with the 4.8 branch, and I had merged out a method by mistake. It also had problems with dynamic meshes due to a copy paste error. I fixed both of those errors, but please tell me if you find any other problems :slight_smile:

Best regards,