Testing out the new 4.5 features and made a quick comparison GIF on a single pointlight with and without ray traced distance field soft shadows that was added in 4.5
Would like to do some more in-depth comparisons with the new distance field features (the other one being Distance Field Ambient Occlusion) using some proper sample content assets. Might get to write a tutorial type post on that later on.
been working on and off for about 2 years in udk 3 and now udk 4…looking for help from cybernetic types…if interested…message me on facebook (I’m home 24/7/365/2014-20xx…
I’m 32 years old…been a gamer since I can remember pressing controllers to operate an atari 1600 (or whatever my uncle had)…
Been modding games since doom shareware version came out and my dad let me use my computer…if anybody is interested in helping I hope to hear from you to make process more exciting and quicker
, you just made yourself my target for mass questioning soon Going to try and integrate steamworks soon, your resources on it are a great help, thanks.
Sweet work everyone! And thanks for the Steam walkthrough, was definitely a problem back in UE3 for us with lack of documentation.
I’ve been working with DFAO and DFSS to see if it would be a good fit for Switch. Published a post about too: ://www.tomlooman/distance-fields-unreal-engine/
I have been working on for a couple days now, most of the bugs have been ironed out and it is working quite good now, is a preview of how the levitate spell will work. I have given a fair bit of thought as to how the levitate HUD should look and is what I have, please if you have any ideas as to improvements I would love to hear from you!