What Does the New Rendering Changes Mean?

So can someone break it out for me in simply people terms what does the new rendering changes mean? Is this going to change how two sides objects or mirrors or windows or water etc need to be handled / setup or what?

Just curious what the experts have to say about the changes.

These are new features that were improved or new to our release of 4.3 last week.

These go through showing the difference between what was previously happening vs the new features! :slight_smile:

Is there anything you’re concerned about or have questions on specifically that isn’t already explained in the documentation?

Tim

I saw a lot of conversations early on about this engine and translucent’s like water glass etc, certain I guess post process effects like decals and double sided stuff like foliage not up to snuff yet. I had email chains with epic that even said they agreed and are working on it. However all the terms to meaning are a little technical and over my head.

So with all the rendering changes I was hoping all those people that had those discussions would re-evaluate and discuss the current engine and compare.

The engine is still very much a work in progress to some degree with certain features. This is on our signup page that does let users know this is for those who want to be early adopters! :slight_smile:

early adopter.JPG

In the last few months there have been some significant upgrades with some of the features in the engine. There are still known issues that are being worked on with translucent materials, such as water and glass.

These are things that will be ironed out and improved upon with future engine releases!

With the features that are displayed in the images we’ve provided the before it was fixed/improved image and the after so that users, like yourself, could see how significant a change it is.

The ambient occlusion and Global illumination features are just another way to give you more realistic lighting for your scenes!

I hope that helps clarify it a bit more.

I’d also encourage anyone who’s using the new features to chime in and discuss how it’s working out for your games!

Thanks!

Tim

  • 1 for improvements in translucent materials, such as water and glass - I just spent 3 hours trying to make a translucent sail that could cast and accept shadows and failed. This would have to be our studios biggest gripe with an otherwise epic looking engine