TeraTransfer

This is really really rad. The only issue I have is that it takes you forever to get to the point in the video :stuck_out_tongue:

Great work.

This is sort of how decals work in LittleBigPlanet.
And I approve!

Awesome work!

That’s true. :smiley:

It’s more of a Decal rant / tutorial really. I’ll have to put together a short getting started video that shows the capabilities without too much whaffle! :wink:

Good voice for it though :cool:

Sounds like a band from the Blues Brothers. Lee Page and the Whaffletones… :cool:

I’ve recorded another ‘Quick’ overview of the system. I gloss over a few things and speak rapidly at times, but it will save eyeballs, so it’s in a good cause. :smiley:
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Has anyone noticed how filling arrays in Blueprint is very slow… Am just optimising some sections and finding out where things can be improved. :slight_smile:

As it turns out, it was calculating the Normals and Tangents for the mesh that was taking the most time. So I have added a Checkbox to the TeraTransfer blueprint that allows you to defer the calculation until you have finished placing the mesh.

By default it will be set to calculate these items (for the sake of convenience), but if you are going to have a very dense mesh for some reason (not usually the case), you can uncheck the box so that it will maintain better interactivity when placing the transfer. Either way, this is not really an issue for runtime, but more of a design time optimisation.

You are correct, the blueprint uses complex collision to conform the mesh. Otherwise it would only snap to the collision bounds and would result in a flat mesh in most instances.

Never mind i see that now thanks.

This is the setup for the door…
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Don’t worry i see that, with the complex traces you can get the model and no the collision.

Hi all,

I’ve added another projection type which works well for dynamic in game stuff which I have dubbed, ‘Parachute Projection’ which allows decals that hit on corners to wrap around slightly.
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vs

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@TeraBit Well you’ve definitely got my vote & purchase mate :slight_smile:

Would you be willing to provide various settings for decal XYZ position offset/adjustment at runtime? As I could see that as something very useful for blood splatter, paint, water, etc types of fluids and you could perhaps also set up your system with Physical Material Types to detect surface types for things like slipperiness, glossiness & decal lifetime i.e. water decals would stay visible on glass, wood and metal longer than say dirt, grass, etc.

Of course what you have at the moment is GREAT! and I would happily take it as is but if you were to build on top of that with something like I’ve suggested above than I could see sooooooo many more use cases for this tool within many production pipelines throughout the UE4 community.

One of the nice things about blueprints is that they are easy to extend to new use cases. For instance, some things require pass through to the material, for instance to fade out, rather than simply disappear after the time is up. Now of course I don’t know what parameters you may have on your materials, so I can’t really pass them anything myself, but if you have an opacity override set up for your Transfer materials, it’s easy to set that up in the blueprint as they have been modularised into functions that can be duplicated, altered and bypassed easily (essentially what I did with Parachute projection).
ParaVerts.jpg

Of course the transfer has a variable which holds both the Actor it is attached to and the component, so it should be easy enough to pull out the material it’s sitting on as well and to adjust settings appropriately. It’s hard to think of things that would be useful to everyone without making the interface unwieldy. :confused:

Hmmm, I submitted over a week ago, still not heard back yet… Is that normal? :confused:

@TeraBit thanks for the info and if it is not included within TerraTransfer by default, I’m sure either myself or another UE4 community member might implement it. I might even be happy providing our additions back upstream to you for an update to TerraTransfer Tool once it’s on the UE4 Marketplace :smiley: (no promises though and if it’s included by default than less work for me hehe :wink: )

P.S. I believe UE4 Marketplace submissions can take upwards of 3 weeks in some cases but you should at least get a response within a week or two (info is based on what I’ve heard from UE4 Marketplace developers & I am not one myself currently)

I think perhaps a few specialised versions of the blueprint. So like an Automatic/Manual Version. :slight_smile:

Ok, well here’s hoping. They’ve gone awfully quiet… :eek::smiley:

Hi all,

I’ve added a specialised version of one of the blueprints in the TeraTransfer system it’s called TeraDecal_S
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e5bbd30a5225864c42972097eac47bebdaba218d.jpeg

It’s a cut down TeraDecal, intended for speedy multiple spawns in game rather than in-editor tweaking.
It still takes care of orientation, attachment and sizing for you, but allows you to tweak the parameters it’s working with.
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208246dd765b39ece7c60bdee76c644417ed5863.jpeg
(Above tracing a ray per tick)

b9f0b18d19a38992642abc267af545e73dd60956.jpeg

Hi all,

Added a new capability to TeraTransfers. Adaptive Mesh
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Non Adaptive Mesh (64x64)


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Adaptive Meshes

8450 Tris vs 652 Tris! :cool: