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    first time i notice, perhaps because i only have 15gb free space
    pd: excuse my english.

    lfw/paid modeling, painting, texturing.

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      yeh lucky u, i only have 250 gb ssd and just opening the kite demo and letting it d=render materials dumps like 20gb of textures into the engines cache :/ all in all ue4 4.10 with the kite demo is around 50gb for me :/

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        i work with a 120gb ssd :P
        pd: excuse my english.

        lfw/paid modeling, painting, texturing.

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          god how is it even possible lol

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            [QUOTE]
            Hey Klaus,

            I was able to see this one has already been reported with UE-25449 and a fix was submitted yesterday. This should be verified soon.

            Thank you!
            Hi,

            I just checked in 4.11 p3 and it seems indeed fixed.
            You guys are awesome

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              Preview 3 still doesn't fix the C++ AMP problem

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                Originally posted by Keiyentai View Post
                Not trying to sound repetative though I have yet to see if someone has answered my question or pointed me to an AnwerHub link. Has anyone gotten Substance Plugin to work in 4.11 P2? I tried to compile it with 4.11 P1 like I have done with prior vesions of UE via source but as soon as it hits the Substance Plugin it kills the build. With custom versions or even source for a marjor release that didn't have the "Marketplace" plugin I was still able to compile it be it official or a custom version based of a stable release. If someone could point me to were I need to go if it has been "fixed/added" I would be very greatful since a lot of the assets we have that are useable/rigged models use Substance Shaders and loading them with out Substance they look like they are Unlit or how models looked when people were able to mod Doom III to run on old Voodoo II/III cards and everything is washed out.
                We had to make some changes to how the build rules were handled for 4.11. I don't know off hand if we required source code changes. We are keeping pace with the preview releases so that when the official release comes, the Substance Plugin is ready to go!

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                  Originally posted by Chosker View Post
                  check this page, it shows some cases:
                  https://udn.epicgames.com/Three/Tran...irSorting.html
                  Isn't this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?

                  This looks like a simple fix in 3d studio max/maya/blender.



                  Originally posted by Chosker View Post
                  the ones on that page show some hair that isn't too complex. the hair from the robot dude in the paragon video would have these glitches all over the place
                  Hmmm, I see.

                  3D Studio Max has a conform brush, if you use it properly you can avoid intersections.
                  Last edited by MeshMyster; 01-19-2016, 02:45 PM.

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                    Thank you Josh. Guess I wull be waiting for the official stable release. Was kind of hoping to mess with it now but I can wait if it means not having to tweak a lot of our assets more then needed.
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                      Originally posted by sr3d View Post
                      Isn't this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?

                      This looks like a simple fix in 3d studio max/maya/blender.
                      Unfortunately, that's not the case sr3d, it's an issue with the way that translucent shaders work on meshes with multiple mesh subobjects and their depth sorting.

                      (Even a simple one layer hair mesh can display incorrectly, rendering the part of the mesh from the far side of the head in front of the part of the mesh on the near side of the head).

                      Hopefully this is all taken into account in the new hair shading, I guess we'll just have to wait a couple of months until the documentation comes out to see

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                        Originally posted by sr3d View Post
                        Isn't this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?

                        This looks like a simple fix in 3d studio max/maya/blender.





                        Hmmm, I see.

                        3D Studio Max has a conform brush, if you use it properly you can avoid intersections.
                        That isn't how it works. In the example above, if you were to look at the geometry you'd see that it IS properly placed. But it is being DRAWN in the wrong order. The triangles below are being rendered on top of the triangles above. The problem is how deferred renderer handles translucent object drawing and it's something that hasn't been solved yet and most likely never will. You have to use a masked material with hair, no two ways around it.

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                          Originally posted by ioFlow Studios View Post
                          Hopefully this is all taken into account in the new hair shading, I guess we'll just have to wait a couple of months until the documentation comes out to see
                          their hair, like many other things they do now, is using Masked materials with fuzzy alpha that gets corrected with TemporalAA.
                          but if you don't like TemporalAA or just can't use it (for example a project with fast moving objects, where TemporalAA is very glitchy) then you'll be getting dither patterns which are ugly as hell (something like this, but just static). but going back to a non fully functional Translucent mode is also bad.

                          I really don't like them doing this. the need for Translucency isn't going anywhere - there's only so much TemporalAA can do to fake it, but for water or glass...
                          and you'll always have people with lower-end rigs that have to tune down the graphical settings in games, and disabling AA will happen
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                            Hi everyone,

                            I can't seem to log on to answer hub for the time being, so I thought I'd post this here.
                            I'm running OSX 10.11.2 and I can't select spline points on 4.11 preview 3, both on the landscape and on the spline mesh actor.
                            My workaround for the landscape spline is to attach a mesh to each of the points, only then I can select them.
                            This isn't so in 4.10.2.

                            Cheers

                            Comment


                              Is there a reason that previews are now being pushed to the Release branch on Github?

                              According to the readme, it says that Release is supposed to be the most stable releases, and obviously Previews aren't stable.

                              This is really mucking with workflow as we are basing our engine branch off of Release, and we don't want to move to 4.11 until it's stable. It's not as much of an issue now as 4.10 branch doesn't have any unreleased changes, but it did a few weeks ago.

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                                I have a osx issue/bug.
                                If i launch the editor from the launcher it doesnt give me any error. When i launched it outside the editor i got the error "Required 10.10.5 or higher". This may be an issue for those wondering why nothing happens when trying to launch on osx

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