I gave up hope for Volumetric Lighting in UE.
You guys never fail to amaze me. Thank you guys
Itâs doable using Nvidia volumetric lighting.
I agree though. Build in solution needs to be less physically accurate and more controllable.
Any news on these ones?
Great update as always!
Thanks Epic!
I canât tell you how long Iâve been waiting for proper volumetric fog support to come to UE4 and couldnât be happier
NOW YOUâRE THINKING WITH PORTALS!
But seriously what a brilliant suggestion as think of the endless possibilities that open up if such a feature were to be made available
Couldnât find this bug in there. Unreal Engine Issues and Bug Tracker (UE-43093) PLEASE!
Also this, if you can get it in 4.16 release: SSS is affected by Skylight. Shouldn't be - World Creation - Epic Developer Community Forums As all foliage right now is looking wrong in shadows.
What happened to the USD plug from Pixar.?
Mmm, nice!
where is tools Cloth Paint?
Great preview! Where can I find documentation about the new audio mixer and the Steam Audio SDK integration?
So glad to see volumetric fog included now! =)
Any new forward renderer improvements?
I was able to make it work with skel mesh from Engine content.
http://i.imgur.com/TY8RuK0m.png
You need to:
- Add control rig component to your skel mesh,
- In control rig select Base Human,
- Then in Modes select Animation,
- Then Select Skel Mesh you want to control,
- Create new Sequence,
And you should get what I have on the screen.
Hope we can export data from sequence to Animation Sequence and be able to run it using AnimBlueprint. This would be super great for all people prototyping new features depending on poses/animations.
Edit: Yes you can export! Thanks Epic!
For everyone using the Git Source Control Provider Plugin (and for those asking if I am still working on it;) here are the Pull Requests merged in this Preview version :
- Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files #3136](github.com/EpicGames/UnrealEngine/pull/3136)
- Git plugin: fix revision number for blueprint diff menu #3278](github.com/EpicGames/UnrealEngine/pull/3278)
- Git Plugin: use asynchronous âMarkForAddâ and âCheckInâ operations for the initial commit #3108](github.com/EpicGames/UnrealEngine/pull/3108)
- Git plugin: fix git autodetection and add error message #3224](github.com/EpicGames/UnrealEngine/pull/3224)
- UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253](github.com/EpicGames/UnrealEngine/pull/3253)
- Git plugin: fix update status on directories broken since UE4.12 #3292](github.com/EpicGames/UnrealEngine/pull/3292)
- Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) #3372](github.com/EpicGames/UnrealEngine/pull/3372)
- Git Plugin: fix RunDumpToFile() to check git ReturnCode #3327](github.com/EpicGames/UnrealEngine/pull/3327)
- Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) #3373](github.com/EpicGames/UnrealEngine/pull/3373)
- Git Plugin: trivial hotfix for the new UE4.16 warning about LoadModule() (UE4.16) #3455](github.com/EpicGames/UnrealEngine/pull/3455)
Enjoy!
What happened with the volumetric lights are here or ?
From what I see from the volumetric fog point isnât the expected quality so ?
Is not new the games uses âVolumetric Effectsâ for lights usually in indoors etc, so donât see the point I have to put Fog in the scene to have volumetric effectsâŚ
In this version the âCloth Paintâ is there?
Great news for GearVR developers! Thanks guys! However will OpenGL ES3.1 still be available only in source version of the engine?
Great stuff team!! Iâm going to try and port my music generator project I made using the master branch to this preview build as the engine crashes when I add a create dynamic material instance in BP and feed a material instance to the input and itâll be easier to convert to stable builds in the futureâŚ
The volumetric fog is awesome, looks incredible on a sunrise/sunset:
You guys never cease to amaze me!!
The new in-editor animation tools are in this release. We arenât calling them out as they are currently in a very experimental state, but all the features that we were aiming for (including baking to anim sequences) are included. We would love to hear your feedback!
As to binding to your mesh, once the plugin is enabled, you will need to open the new âControl Rigâ tab in the skeletal mesh editor to set up bindings to your mesh.
The Volumetric fog stuff was certainly worth the wait and now I can embrace UE4 properly. Iâve been playing with it for a few weeks using the github version but now I have a lot to learn about the rest of UE4 in order to get results. But even as a relative UE4 novice itâs all rather impressive, well done!