I’m currently seeing an when using f11 or using sequencer to capture in 4k, where the translucent objects in the scene just float above the rest of the scene, almost like they’re not scaling with the viewport. It’s really strange, and a very frustrating bug.
What are those translucent objects?
The problem of dx12 is really disappointing. When we released 4.22, we expected to have a complete and available that can be used normally under dx12. It can be used in 4.22 and above versions together with ray tracing and many others. However, there is still no version that can run stably under dx12. There are a lot of update logs about dx12 in the middle, but none of them seem to play a real role.
They’re just static meshes with materials that are default lit with a translucent blend space
Thanks for letting us know, I saw the post in Slack also. We will be taking a look at it, as it is likely having a smaller performance on all cards.
I agree, and I apologise for the issues. Please bare with us while we resolve the issues.
Thanks for bringing to our attention. I knew there was an with fullscreen 4k, but I did not know about .
I haven’t seen before, I’ll take a look at it, thanks.
Thanks for that. It could definitely be some project setting that I have, but I’ve also seen it in someone else’s video (it’s literally just a fraction of a second, but you can see the darkness in the water has the same shape as in my screenshot):
You can also see later, around 1:30 in that video, as the camera pans down there is the same shape - it seems the sky color is being reflected, but the clouds are missing.
I’m on 4.1a with UE4.22.1 - I’m not sure what specific release of 4.1a I’m using though.
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Great
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We have cloud layers. These layers can be fully customised at runtime, however they currently encapsulate the whole sky. So any changes would apply to the whole sky, on that layer. Rain and storms are regional and can be controlled at runtime.
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Let me know if you have questions, we aim to have a new documentation up week.
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Ill copy what I have written in the new docs for Shore
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Yes we do our best to provide support as much as requested, if that is through our Slack channel or Skype Calls
To use the Shore , add a 2D Scene depth camera into your project, with only Scene depth in R enabled.
Next, create a RenderTexture, setting it to capture only the Red channel
Now, attach the RenderTexture to the 2DSceneCapture, and attach the Camera to the correct water instance.
You can now place the camera above where you want to apply the effect (pointing downwards), and adjust the Shore Depth Width and Extents to your liking.
Tried it today and like it !
But I need raytracing for a project and as soon as I activate it in the settings, ue crashes on start ?!
Is there a solution?
Any update?
I’ve had someone take a look but they could not reproduce the like the image above. We did noticed slight issues with the far left and right of the view. Can I get you setup information, DX11/12, version, anything different in your scene? Possibly any fogs or similar
Hey there, i have purchased fantastic plugin i have a few questions regarding it’s functionality. (4.23.1)
- Does the water accept cloud shadows? I can’t seem to see shadows on my ocean
- How can i make it rain/snow?
Thanks very much,
Cheers!
I wanted to buy , but I use RTX, are there still issues with dx12? Can we use with Real TIme Ray Tracing and RTX? Are there any workarounds?
They should be working, but my quick test could not get them to appear. I’ll get looked into, thanks for reporting.
I did a quick blog on getting rain over on our website, see if that helps at all - https://simul.co/real-time-rendering-news/precipitation-and-storms-/
As far as we can tell, we have the issues fixed in the office. The next update should be Friday, so try testing it then. Apologies for the delays
Read please my post on that carefully: https://.unrealengine.com/community/community-content-tools-and-tutorials/15332-released–alpha-for-ue4-complete-sky-and-weather-system?p=1671766#post1671766
I’m working on a GTX 1060 6Gb. It’a pretty common gaming GPU and if pass eat 50% of GPU time then it’s simply unusable as you can’t sell a game running at 20 fps on such GPU and restrict your sales to 500$ GPU users.
The doc says “the cost of should be between 2 and 4 ms per frame” and we are far from that.