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    Is Ambient Occlusion on Ladscapes is available on this release?
    https://www.artstation.com/artist/dantestorm

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      Originally posted by DanteStormdark View Post
      Is Ambient Occlusion on Ladscapes is available on this release?
      We currently have Screen Space AO (Post Process Volume), Distance Field AO, and baked lighting where you can enable AO for lightmass baking in world settings.

      I'm not aware of any others that I've heard features about with the upcoming release. Would you be able to elaborate more or point to where you had heard about something? I can possibly clear up any confusion or information from there.
      Tim Hobson | Learning Resources | Epic Games
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        Ok, so AO in Post Process Volume on ladnscapes, terrain etc. So I dont need create any AO textures in my Landscape Material with dynamic lights only? I just curious, because i really looking some technic like this beautiful example:

        http://docs.cryengine.com/display/SD...ient+Occlusion

        http://docs.cryengine.com/download/a...0709000&api=v2

        https://www.youtube.com/watch?v=Xvaq2afKCA4
        https://www.artstation.com/artist/dantestorm

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          Originally posted by HEGI View Post
          Thanks, that is great to hear.
          The ticket has been closed out now for this one: https://issues.unrealengine.com/issue/UE-34873

          This actually was fixed in 4.13 and shows a more accurate debug view for shader complexity. Additional details and notes included in the ticket above.
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation
          Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
          _____________________________________________
          Follow me on Twitter @TimHobsonUE4 | My Personal Website
          Photons Be Free: Mini-Tutorials and other Curiosities

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            Wanted to test videos on Android - they work in the editor - but they dont seem to display, only the audio is being played - i use mp4, they work in 4.12.
            Anyone got them working?

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              Correction!

              I have made an update to the notes for the Preview 2 to correct an error with it.

              The Bad:
              The filter we were using to list all the fixes was incorrect.

              The Good
              We actually fixed about DOUBLE the original list for Preview 2!
              You can see the corrected list by following the link above. (the much desired UE-14253 is listed among them now)

              Cheers!
              Last edited by Stephen Ellis; 08-19-2016, 08:49 AM.
              Stephen Ellis | Enterprise Program Coordinator

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                Originally posted by Tim Hobson View Post
                The ticket has been closed out now for this one: https://issues.unrealengine.com/issue/UE-34873

                This actually was fixed in 4.13 and shows a more accurate debug view for shader complexity. Additional details and notes included in the ticket above.
                Ah, now it makes sense.
                Michael Hegemann - https://twitter.com/HegiDev

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                  Originally posted by Stephen Ellis View Post
                  Correction!

                  I have made an update to the notes for the Preview 2 to correct an error with it.

                  The Bad:
                  The filter we were using to list all the fixes was incorrect.

                  The Good
                  We actually fixed about DOUBLE the original list for Preview 2!
                  You can see the corrected list by following the link above. (the much desired UE-14253 is listed among them now)

                  Cheers!
                  OMG! What a huge list! I think it's the biggest bugixes list for UE4 Preview ever. Thank you!
                  Last edited by Stephen Ellis; 08-19-2016, 08:50 AM.
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                    Is there any more info on UE-34762, maybe an ETA? This issue is unfortunately a complete showstopper to releasing Linux and Mac builds for us, a real pity since UE 4.13 is great otherwise but there is just no way we could ship with that rendering issue.
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                      Gentlemen, could we kindly get some clarifications about UE-14253 ? It is marked as FIXED, and is present on updated list for preview 2, but it seems that it has no effect on the issue, that was originally reported.

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                        Originally posted by Deathrey View Post
                        Gentlemen, could we kindly get some clarifications about UE-14253 ? It is marked as FIXED, and is present on updated list for preview 2, but it seems that it has no effect on the issue, that was originally reported.
                        Looking at the commit's comments, the fix here was to tessellate the landscape only for the highest landscape LOD and to fix the incorrect UV coordinates when tessellation is enabled.

                        I've not tested this myself since the fix has gone in, but it seems a little bit more clear what the fix was than the notes in the ticket you linked above.
                        Tim Hobson | Learning Resources | Epic Games
                        UE4 Documentation
                        Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                        _____________________________________________
                        Follow me on Twitter @TimHobsonUE4 | My Personal Website
                        Photons Be Free: Mini-Tutorials and other Curiosities

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                          Originally posted by DanteStormdark View Post
                          Ok, so AO in Post Process Volume on ladnscapes, terrain etc. So I dont need create any AO textures in my Landscape Material with dynamic lights only? I just curious, because i really looking some technic like this beautiful example:

                          http://docs.cryengine.com/display/SD...ient+Occlusion

                          http://docs.cryengine.com/download/a...0709000&api=v2

                          https://www.youtube.com/watch?v=Xvaq2afKCA4
                          isn't that equivalent to distance field ambient occlusion...

                          Comment


                            Originally posted by Bladerskb View Post
                            isn't that equivalent to distance field ambient occlusion...
                            Combination with Screen Space Directional Occlusion (SSDO) and Height Map Ambient Occlusion (Height Map AO) is not equal to distance field ambient occlusion. Just look yourself for examples.
                            https://www.artstation.com/artist/dantestorm

                            Comment


                              Originally posted by DanteStormdark View Post
                              Combination with Screen Space Directional Occlusion (SSDO) and Height Map Ambient Occlusion (Height Map AO) is not equal to distance field ambient occlusion. Just look yourself for examples.
                              Based on your example i don't see the difference.
                              Its like people saying Epic should implement VXAO when DFAO is exactly the same thing.

                              https://www.youtube.com/watch?v=FmbrnbpHT9E

                              Comment


                                Originally posted by Tim Hobson View Post
                                Looking at the commit's comments, the fix here was to tessellate the landscape only for the highest landscape LOD and to fix the incorrect UV coordinates when tessellation is enabled.

                                I've not tested this myself since the fix has gone in, but it seems a little bit more clear what the fix was than the notes in the ticket you linked above.
                                Thanks for your response, Tim. Could you potentially allocate someone to take an in-depth look at this, because not only the fix does not address the issue, linked to the corresponding tracking number, its "tessellate the landscape only for the highest landscape LOD" part could potentially be usability regression. All relevant links are present in Community References sections on the issue tracker page, including forum thread where it is discussed. Thanks in advance.

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