Unreal Engine 4.11 Preview

any info about vertex animation?

hi there,

i have a question.
how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini file and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file. and yes, i have a intel processor.

any words of advice?

[=jazvec;446713]
hi there,

i have a question.
how to enable embree? i downloaded the newest library from intel, and i tested it with embree on and off in the ini fail and actually, i had a slightly faster build time without embree (2% faster) so my guess is its not using it even if its enabled in the ini file. and yes, i have a intel processor.

any words of advice?

What? You aren’t supposed to download anything. Epic made the change to lightmass, you don’t have to make any changes. Unless you’re using your own fork of the engine that is, then you have to update your fork from the Epic repo.

[=jonimake;446861]
What? You aren’t supposed to download anything. Epic made the change to lightmass, you don’t have to make any changes. Unless you’re using your own fork of the engine that is, then you have to update your fork from the Epic repo.

no custom forks whatever that is. all i know is that disabling the embree in the lightmass.ini file doesnt have any impact on the build times. thats why i downloaded newest embree library from intel. i was confused that it doesnt work.

Hi,
I just tested 4.11 preview 1 with the test case from here. This is linked to UE-7511

Now, setting the sound start time doesn’t even work on the or on Android.
The test case is

Thank you for your time,

New physically based hair shader model:

I have a hair model with three textures: baseColor, Opacity & Normal map. How do I use this new hair shader model? Can someone point me in the right direction? Just a quick and dirty explanation or an example of the material nodes.

I have 4.11 installed. When I switch to hair under shader model, it turns the hair black.

Here it is if i switch back to default lit:

Will SM5 be available for OSX now that there is Metal support?

[=;441918]
First detected (sorry guys, Answerhub still doesn’t work for me).

Created a C++ project, loaded the engine in DevelopmentEditor. Created and opened a new UMG widget. Close the whole editor while the UMG editor is open, without saving the widget and NOT by ‘Stopping’ in Visual - get a here (Line 395, SlateApplicationBase.h)



	static FSlateApplicationBase& Get( )
	{
		checkSlow(IsThreadSafeForSlateRendering());
		return *CurrentBaseApplication;
	}


I can repro this reliably.

This has now been reported as UE-24757, and we will begin investigating the issue to get a fix in place as soon as we are able.

[=AndrewHurley;447597]
This has now been reported as UE-24757, and we will begin investigating the issue to get a fix in place as soon as we are able.

You wouldn’t happen to know why the hair turns black when I switch to hair shader model in material editor?

SOMEONE PLEASE HELP ME UNDERSTAND THE NEW HAIR SHADER MODEL OPTION. All I need is a quick, dirty 45 second explanation, PLEASE.

Am I supposed to use some kind of hair shader node in the material editor?

Anyone know how to use the new hair shader model?

[=;447734]
You wouldn’t happen to know why the hair turns black when I switch to hair shader model in material editor?

SOMEONE PLEASE HELP ME UNDERSTAND THE NEW HAIR SHADER MODEL OPTION. All I need is a quick, dirty 45 second explanation, PLEASE.

Am I supposed to use some kind of hair shader node in the material editor?

Anyone know how to use the new hair shader model?

It’s supposed to use with masked/opaque geometry and not with translucency. I bet that will instantly fix it.

Hey

For those interested in the new shading models, some information has been provided in our Twitch stream discussing how they were used for Epic’s Paragon characters:

Unreal Engine Livestream - Tech & Techniques Behind Creating the Characters for Paragon

Cheers

Hi , it is a very cool video, particularly in places such as 33:47 where they show some of the hair settings and explain the elements being used in them.

I think where people are struggling though is how to put together the master material that those elements are getting plugged into.

Is there any we could sweet talk you guys into releasing a sample material for the hair?

And the skin. And the eyes.

:slight_smile:

Just a heads up, but from what I’ve watched on the stream before I called it a night, it looks like they’re doing almost exactly what you find in Daz3D. I would suggest looking at how Daz3D materials are set up, then export the model to a modelling program to see how the meshes are set up (especially the hair/eyes). This should give you a general idea.

[=;448425]
Just a heads up, but from what I’ve watched on the stream before I called it a night, it looks like they’re doing almost exactly what you find in Daz3D. I would suggest looking at how Daz3D materials are set up, then export the model to a modelling program to see how the meshes are set up (especially the hair/eyes). This should give you a general idea.

http://gamersyndrome.com/wp-content/uploads/2013/11/Not-Sure.jpg

It’s just what it reminded me of :stuck_out_tongue:

Nvm, it was on the front page, heh… but another question that I did not ask yesterday, when 4.11 is released, will we see the Bullet Train demo as well?

[= Ellis;448005]
Hey

For those interested in the new shading models, some information has been provided in our Twitch stream discussing how they were used for Epic’s Paragon characters:

Unreal Engine Livestream - Tech & Techniques Behind Creating the Characters for Paragon

Cheers

You can’t see the hair shader material very clearly in the video. They also assume you know how to make those depth maps. Most people only know how to make diffuse, opacity & normal maps. There are no basic, minimum settings. No information that helps you get your foot into the door.

Fortunately I got a response on answershub:

[]
Hi ,

*…you’ll want to use the Masked Blend Mode and Hair selected for the Shading Model.

…make use of the values for Scatter and Roughness for the best results. You can do a test with these by using constant values and a simple diffuse color plugged into your base color input.

Here are the values I used:

Scatter: You can use a constant 3 to get some control or a value of 0-1 with a single constant. Roughness: 0.5

Set up a material instance and you can test quickly changing this values around to see what works best. With proper assets and more than my simple test you should be able to get somewhere with it more than my simple test.

I hope this helps until a properly documented example is released.

Does anyone have a screenshot of a working hair shader material? Maybe post the results with and without the hair shader? I’ll try to do this as soon as I get time.

I dont get it. So many people ask how to use those materials so why cant someone take 3 screenshots for each shading model and put it on the forum? You are writing longer post than making a simple screenshots. We dont need any text :slight_smile: Those images will tell us more than enough. Is it locked somewhere deep inside Epic building so no one can have access to it? It would bet that it would took like 5 minutes for just one employee to help a bunch of people here. Seriosuly, just 3 pictures, nothing more. And please don`t provide the link to the , it will take you the same ammount of time to give as a high res (and without any cropping) JPGs. :slight_smile:

I already asked on the AnswerHubanswers.unrealengine.com/questions/352302/unable-to-build-and-deploy-for-tvos.html, but since there was no response I’ll try it here :slight_smile: I can’t get a build & deployment through for tvOS. On OSX I get a “No platform found error”. On Windows I’m actually able to build, but the deployment fails. Don’t know if it’s me that’s too dumb or there’s something wrong with Preview1 - any hints?

[=;448527]
I dont get it. So many people ask how to use those materials so why cant someone take 3 screenshots for each shading model and put it on the forum? You are writing longer post than making a simple screenshots. We dont need any text :slight_smile: Those images will tell us more than enough. Is it locked somewhere deep inside Epic building so no one can have access to it? It would bet that it would took like 5 minutes for just one employee to help a bunch of people here. Seriosuly, just 3 pictures, nothing more. And please don`t provide the link to the , it will take you the same ammount of time to give as a high res (and without any cropping) JPGs. :slight_smile:

+1

[]

  • New physically based shading model for realistic hair based on the latest research from film. It models 2 specular lobes, transmission, and scattering.
  • New physically based shading model for eyes.
  • New physically based shading model for cloth. This combines the standard shading model with a layer of velvet fibers. This layer simulates fuzz and fabrics.

Intersting; this is something I have to see.