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Training Livestream - Realtime Simulation and Volume Modelling Experiments - May 2 - Live from Epic!

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    [LIVESTREAM] Training Livestream - Realtime Simulation and Volume Modelling Experiments - May 2 - Live from Epic!


    WHAT

    Ryan Bruck returns to the livestream and this time he's got brand new content to show off. Ryan built a plugin through which he can paint velocity and model with volumes. He demonstrates this tech by manipulating and creating clouds in real time! Grab the plugin here and explore along with us. Check out a sneak preview here.

    WHEN
    Tuesday, May 2nd @ 2:00PM ET [Countdown]

    WHERE
    Twitch
    Facebook
    Youtube

    WHO
    Ryan Brucks - Principal Tech Artist - @shaderbits
    Alexander Paschall - Community Manager - @UnrealAlexander

    Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it's not always possible to answer everyone's questions as they come up. This is especially true for off-topic requests, as it's rather likely that we don't have the appropriate person around to answer. Thanks for understanding!

    Archive:

    Last edited by Alexander Paschall; 05-03-2017, 02:11 PM.
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

    #2
    What is this Sorcery!

    Comment


      #3
      Ryan is always in the edge

      Comment


        #4
        This is a godsend! Curious about the performance

        Comment


          #5
          No project sample for download? I have all necessary from my side to play it, even the VR equipment. Hoping to have some access to it at least.
          Nilson Lima
          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
          Join us at Discord: https://discord.gg/uFFSEXY

          UE4 Marketplace: Cloudscape Seasons
          supporting: Community FREE Ocean plugin

          Comment


            #6
            Will project sample be included?

            Comment


              #7
              Yes, I am putting the finishing touches on it tonight in fact. I have uploaded a beta version for anybody who wants to try it out and report any issues. I am mostly cleaning up a bunch of stuff and trying to get some mesh voxelization work merged over. If I can get that finished in time I can show how it can be used to capture characters with motion vectors and use them for seeding or disturbing a simulation.

              *edit* old link removed
              Last edited by RyanB; 05-02-2017, 12:58 PM.
              Ryan Brucks
              Principal Technical Artist, Epic Games

              Comment


                #8
                --*News Flash*--

                Next up: Epic Games Developers are at it again, creating impossibly awesome things with their impossibly awesome game engine. Computer sorcery, or the result of sacrificial offerings to the electron gods? Find out.

                Later: Scientists genetically alter pigs to grow wings and, yes, fly. Causes mad rush to come up with new phrase to mean 'impossible'. Riots ensue.

                Tonight at 7: Godzilla appears off the coast of California. Magic: The Gathering players rush to the beach to challenge it to a game to determine who will control the state.

                Comment


                  #9
                  What Thou Demons Spawned in our Realm, BEGONE! Ye Evil Creature from the Misty Ethereal Realm!

                  Comment


                    #10
                    Hey Ryan, I've been following you for a while on YouTube (I think it's you, I can't check as I'm on shady university Wi-Fi) and I really dig your stuff!

                    My question is, is it possible for these volumes to evolve within baked point caches? For example, if I have an animated explosion with a mesh for the volume of the smoke that grows/changes, will the volume update properly or does it only work for stationary, non deforming meshes?

                    Thanks a bunch!

                    Comment


                      #11
                      Oh, also second question if you have time, but no stress if there are others that need answering:

                      What are the performance costs for this? Would it be possible to show the shader complexity?

                      Comment


                        #12
                        lol, that didn't take long:

                        Error (429)
                        This account's links are generating too much traffic and have been temporarily disabled!

                        Comment


                          #13
                          Confirmed. Link is not available!
                          Nilson Lima
                          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                          Join us at Discord: https://discord.gg/uFFSEXY

                          UE4 Marketplace: Cloudscape Seasons
                          supporting: Community FREE Ocean plugin

                          Comment


                            #14
                            Originally posted by RyanB View Post
                            Yes, I am putting the finishing touches on it tonight in fact. I have uploaded a beta version for anybody who wants to try it out and report any issues. I am mostly cleaning up a bunch of stuff and trying to get some mesh voxelization work merged over. If I can get that finished in time I can show how it can be used to capture characters with motion vectors and use them for seeding or disturbing a simulation.

                            https://www.dropbox.com/s/vo8uo3n3pu...ctions.7z?dl=0
                            That proved immediately popular: DropBox suspended downloads on the file due to high traffic. Argh.

                            Comment


                              #15
                              yep link not available .


                              can we use this stuff to make volumetric clouds ? for flight sim games for example ?

                              Comment

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