Looking really good. Excellent price too =D
Hi, I just bought it from the marketplace, but I can’t get it to work in my own projects. The demo project works fine, but when I try to use it in another project there’s no result. Any ideas how to fix this, anything special that needs to be done in the project settings or so?
EDIT: Nevermind, I got it to work now =)
I’ve just submitted my 4.13 revision to Epic which does appear to have fixed the spotlight bug 4.12 was experiencing. I’ll update this thread when the new version goes live.
Thanks for your support!
The 4.13 version is now live! Thanks for your patience and support!
What’s the distance in unreal units that this effect is good for? Is it for mostly close up like windows/lights, or would it suit for rays coming through landscape formations like mountains/hills? I’m really impressed that you’ve put this together and at the performance cost too - nice one man.
Does it play nicely with exponential height fog?
Thank you for the kind words
As far as distance goes, it’s designed for closer-to-the-camera stuff, like light passing through windows, etc. I’m working on like distant godrays for passing through cloud formations and stuff for a weather system I’m releasing, but it’s nowhere near finished yet. If I get it working, I’ll bring it into this system as well.
Thanks for checking out the system, let me know if you have any other questions
Day 1 buy for sure haha.
I’ll definitely be giving this one a look anyway - you could charge 5x (or more tbh) and I still would without a doubt.
Newbie to UE4 here.
Is this plug-in still relevant?
What is the difference between this and Light Shafts shown in this UE4 documentation?
https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightShafts/index.html
Hey there! This blueprint is still up to date through 4.13 and will be continually updated to support future engine versions. The main difference between this blueprint and the light shafts in that documentation is that this system supports light shafts being cast out from any light type, without the light sources needing to be in the view frustum. In the light shafts included w/ UE4’s directional light, you can only get them from the directional light, and the directional light source has to be visible on screen to see the light shafts.
Cheers!
Thanks for the reply. I’ve decided to buy it and try. However I’m having an issue using it. I’ve drag and dropped the Volumetric Light BP into the scene, and are the light shafts supposed to show up automatically? I’ve made sure translucency on the light source is on. Could it not work if there are too many openings for directional light? Sorry I am still very new to UE4.
The light shafts will only show up at runtime, if you’re just floating around with the editor camera you won’t be able to see them, as they’re projected from the player’s camera view.
Nice item, thanks for sharing!
Well, not on my gtx 1070 OC, where i measure 5 to 15ms. Which is why i decided to modify the distribution (exponential) and projection by utilizing instanced meshes that in the end gives roughly the same appearance by using “only” 40 meshes instead. This 40 overdraw is still quite a lot, but it can be changed to any number as you will, that’s the best part of all this.
I set up a quick demo that show the idea:https://youtube.com/watch?v=fjznbE83Dds
Hope you guys find it useful, have fun with it!
ps: the voices told me to make one post in the forums so i can continue to use the Private Messaging features… here i come!
Wow, seriously impressive work! I haven’t worked with instanced meshes much, this offers a huge performance boost while retaining the same quality!
For real, great work, thank you for sharing!
Hi, we are interested in this, looks promising and would like to test it in my project. Is it working with Unreal 4.15? Have you added the sch5 improvements?
Thanks in advance!
Hey there, thanks for your interest! This system is working in 4.15, but the live build does not currently have sch5’s improvements. I’ll likely be adding them in a future update, though I don’t have a timeline at the moment as I’ve been caught up with other projects.
However, this system was originally developed to work around the absence of volumetric lighting being built into UE4, and recently some other solutions created by developers who are much more talented than myself have come about, and as such I wouldn’t feel right trying to sell you on my product without giving you details on other free options that are available.
If you’re willing to do a bit of engine compilation, nVidia released a custom build of UE4 4.15 with Gameworks Volumetric Lighting built in, here is a link to the github repository:
https://github.com/NvPhysX/UnrealEngine/tree/VolumetricLighting-4.15
Alternatively, it looks like Epic is working on implementing volumetric lighting into UE4 by default, as detailed in these posts:
So you could hang tight until these changes go live in 4.16-4.18 (my guess as to when volumetrics will hit a master branch) or compile nVidia’s build of 4.15. Or, if you’re still wanting to try out my system, it works in 4.15 right now, with very little set up time.
I just wanted to be sure to inform you of all the options available before you spend your money. I’ve been debating taking my asset down from the store considering these new solutions are becoming available, so far the only thing that my asset does better than the other solutions is that it has a shorter setup time, but I’d highly encourage you to check out the other solutions, as they look and perform much better than mine.
Cheers!
-Christian
Hey guys, a follow up to this post, I’m going to be removing this asset from the marketplace, as some newer, better, free-er options are available, and I feel bad that people are still buying it when they may not know that they could be setting themselves up with something that performs and looks nicer without having to pay for it. I’ll link this post to the front page as well. I’m waiting to hear from Epic on a timeframe of when this asset will be removed from the marketplace, and if you’ve already bought the asset and would like to continue using it, I can offer my assistance via support emails at contactsmallheartstudios@gmail.com or via my Skype (link to the left.)
Thanks for your support, I appreciate every single one of you who bought this asset and supported me as a developer.
Not everyone’s gonna download other builds.
IMO you should keep it on market as long as those other options aren’t officially in the launcher version.
+1 to this. Never underestimate the value of your own stuff, and how it might offer something different to users. Even from a learning standpoint it’s useful!
But… your call obviously
Alrighty, you guys raise some valid points. I’ll hold off on removal at least until Epic’s in-house VL method makes it to a master branch.
Thanks for the feedback guys! <3
I’m wondering what you mean with “a master branch”, Epics own solution is in the master branch on github. There is only one master branch, and currently master is what will be 4.17. The volumetric stuff was added when it still was 4.16 though, so in the 4.16 launcher version it will be included.
I agree with the others that you should wait until 4.16 is released. You also don’t know yet what limitations Epics system might have regarding features and performance, so don’t remove yours from the marketplace before you can be completely sure that no one benefits from it.