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    Originally posted by jazvec View Post
    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.

    Comment


      Originally posted by jonimake View Post
      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.

      Comment


        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 PC or on Android.
        The test case is here and the related pull request is here

        Thank you for your time,
        Ben
        Last edited by bensch128; 01-06-2016, 03:21 PM. Reason: Added the Jira issue report number

        Comment


          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:

          Last edited by MeshMyster; 01-04-2016, 07:43 AM.

          Comment


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

            Comment


              Originally posted by TheJamsh View Post
              First crash 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 Studio - get a crash here (Line 395, SlateApplicationBase.h)

              Code:
              	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.
              Andrew Hurley
              Engine Support Technician

              Wiki Tutorials Page

              Comment


                Originally posted by AndrewHurley View Post
                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?
                Last edited by MeshMyster; 01-05-2016, 03:48 AM.

                Comment


                  Originally posted by sr3d View Post
                  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.

                  Comment


                    Hey everyone,

                    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
                    Stephen Ellis | Enterprise Program Coordinator

                    Comment


                      Hi Stephen, 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 chance we could sweet talk you guys into releasing a sample material for the hair?

                      And the skin. And the eyes.

                      Comment


                        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.
                        WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                        World Machine to UE4 Export Macro
                        WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                        Comment


                          Originally posted by SaviorNT View Post
                          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.

                          Comment


                            It's just what it reminded me of

                            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?
                            Last edited by SaviorNT; 01-06-2016, 02:56 AM.
                            WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                            World Machine to UE4 Export Macro
                            WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

                            Comment


                              Originally posted by Stephen Ellis View Post
                              Hey everyone,

                              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 Sr3d,

                              ..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.

                              Tim
                              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.

                              Comment


                                I don`t get it. So many people ask how to use those materials so why can`t 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 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 Youtube, it will take you the same ammount of time to give as a high res (and without any cropping) JPGs.

                                Comment

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