I wouldn’t consider it beautiful either. Cryengine gives you nice results easy.
Not all commits by the team are public. I believe Epic still have an internal dev branch, which isn’t .
Man, don’t insult another guy’s work.
About foliage in ue4 though, it is perfectly doable although it is a little bit harder with non directional lighting and/or edited normals.
I am not dying for a new shading model or anything but it would be nice to have a shading model eventually.
What I am dying for and haven’t been able to find workarounds to are the reflective translucency and a method for using reflection probes in dynamic time of day environments.
I say epic is doing an AMAZING job with support and updates and I for sure am not leaving unreal in the foreseeable future.
I would to see some talk about the future of the terrain engine and authoring terrain in general. My ideal would be that Epic introduce node based terrain authoring. Basically world builder from within the editor, with non destructive editing. That for me, would just be . At that point it’s all about developing new nodes etc.
Show me what you can come up with, rofl. I doubt you can even go near the quality we had there
Yes, for content-only projects (no C++, can include Blueprints, etc…). C++ based projects still require a Mac.
Cheers,
Lets all wait for the Twitch stream. Am sure Epic will respond to all Foliage questions there. They never leave community questions behind.
If they don’t then am pretty sure they have a valid reason to do so and who knows…maybe they want to surprise us with Foliage 2.0.
They don’t need to be an artist to be an art critic. This comment makes you look very amateurish and unprofessional.
It’s probabaly from multithreaded rendering. Unfortunetly on PC it won’t have any effect until DirectX12 and OpenGL Next.
Yes, foliage should be addressed. I was thinking about it for a quite a time now.
+1 for foliage
+1 for foliage
Would love to hear wether there is some progress made!
Nope - there were some last minute issues with it still for 4.5. The plan currently is to cleanup the render target based approach for 4.6, and begin researching doing direct in world rendering of each widget so that we wont require an offscreen RT.
Actually since we are on it.
Is there easy way to deproject widget based on world position. I had some success with it using Slate (i hacked my way around by providing coordinates directly from AHUD into widget using Deproject function). But it didn’t really worked.
While widget was indeed updated every frame, the problem was it gatherted all damage numbers from all affected actors and siplayed it in single space, instead for each actor.
I figured out that I should make deproject based on actor position, but I was stuck on fact that Slate do not provide any kind of Deproject function.
Any words, on easy way, for de projecting widgets from 3D coordinates to 2D ? ( don’t think it really needs rendering in 3D, I don’t want to put anything in world, just on screen with varying position).
Got a couple of questions?
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Have there been any improvements to translucent materials? I have major issues with render ordering of different StaticMeshes that take advantage of those materials with also some issues with even the polys on a translucent surface.
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Is Epic planning on integrating NVidia’s VR Direct/SLI in the future? is a quote about VR Direct… “Developers can use the SLI to assign multiple GPUs to each eye, and a feature called Asynchronous Warp reduces latency by half. With VR Direct, images rendered with the new GPUs will adjust as gamers move their heads without having to re-render, reducing the stutter effect sometimes experienced when wearing fledgling VR headsets.”.
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Will developers be able to take advantage of NVidia’s VXGI implementation even if it requires contacting NVidia?
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Has LPV been improved for this release?
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Any upgrades to VR support in regards to DK2?
Thanks guys and can’t wait to hear tomorrow what is coming to 4.5!!!
+1 for foliage:
+1 For status on Paralel Rendering and Good Water/ Ocean support.
[Q]: When will we see improvents to the PhysX / APEX Destructables in editor.
(I had a hell of a time making a chopable tree using 3rd party tools and m.m.)
[Q]: When we will be able to sell plugins on the marketplace?
Hey mate no offense but its time for you guys to stop swaping engines.
Whats it been now ? Unity > UDK > CRYENGINE > UE 4?
Something really weird is happening you to your signature there … not quite sure what it could be…
yep since Unreal Engine 4.2 i voted for Water/ocean/river integration, maybe in 4.5?
tip:
Please be a nice girl
Unity? Are you kidding me?
I was under the impresion that you guys first started in Unity?
Anyways enofe engine changes allready i want to play that game.