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

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    #46
    Very cool!
    Our email: yehaike@foxmail.com or841660657@qq.com
    UE4 C++ Plugins:
    1. "iLocalPlayer4UE4": Side-by-Side Stereo 3D implementing; Asymmetric projection(or named asymmetric view frustum) implementing.
    2. "QRCode Generator For UE4": This plugin is used to generate QRCode (Two Dimensional Code) in real time in UE4 Game.
    3. "LevelController": This UE4 C++ plugin lets you could transform UE4 Levels(Maps) at Runtime in Realtime.

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      #47
      Originally posted by Alexander Paschall View Post
      Archive post is now up, enjoy!
      Archive post? Do you have a link?

      I loved state of unreal and particularly liked the idea of these dynamics in VR, the fact it works in the VR editor meant it'd be ace for some visuals I wanted to add to a game i'm working on in 4.15

      I was wondering, are these part of the unreal assets usable in projects with modification now?

      I'm still watching through the hand menus part of the stream and was hoping I could use/adapt it rather than starting from scratch as well, its essentially the upgrade option menu I've had in mind.

      Cheers for the great livestreams!

      @agamedevguy twitter
      Renn Farnell Website

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        #48
        Originally posted by RennJan View Post
        Archive post? Do you have a link?
        I assumed he means the video of the session is now on the youtube channel but maybe I got the wrong end of the stick:

        https://www.youtube.com/watch?v=CWzPP5FAYAg

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          #49
          that makes sense yh, thats what I'm watching atm!

          @agamedevguy twitter
          Renn Farnell Website

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            #50
            Originally posted by RennJan View Post
            Archive post? Do you have a link?

            I loved state of unreal and particularly liked the idea of these dynamics in VR, the fact it works in the VR editor meant it'd be ace for some visuals I wanted to add to a game i'm working on in 4.15

            I was wondering, are these part of the unreal assets usable in projects with modification now?

            I'm still watching through the hand menus part of the stream and was hoping I could use/adapt it rather than starting from scratch as well, its essentially the upgrade option menu I've had in mind.

            Cheers for the great livestreams!
            The video is now on youtube is what I meant. It's updated in the main post. These are totally reusable and modifiable as you like. We'd be really excited to hear what you do with it. Let us know your feedback.
            Twitch /unrealalexander| Twitter @UnrealAlexander
            How to report a bug? | Installation & Setup issues?
            Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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              #51
              [MENTION=3692]RyanB[/MENTION] This is awesome!! We watched the streaming like fangirls XD. I've been following your blog and trying to follow the tutorials, but I was not able to make it work until now. I'm also trying to paint decals on a texture and I'm using your hitmask system but I really dont understand why you use the spheremask node. Do you know how I can change the sphere by a texture?

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                #52
                Awesome plugin, huuuuge thanks and congratulations for this.

                One issue though, is that it creates VERY LONG file paths that generate "filename too long" errors when trying to cook a project using your plugin

                So I had to rename lots of files and folders.

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                  #53
                  SIMPLY AMAZING. The application for these features is limitless. The first thought that comes to mind is the Typhon in Prey. I would like to adapt it for simulating Fur, and other organics.
                  GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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                    #54
                    Originally posted by RyanB View Post
                    Is there any chance you have an extra folder layer, like two folders name "ShaderbitsGDCPack" in the plugins folder? That happened to me the first time I tried extracting the zip. Under plugins should just be one of those folders, then within it should be content folder and plugin files. etc.
                    Thanks for your work! I want to know how to preview ray marching, i add four BPs which in the ray marching folder into the level, it seems doesn't work!

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                      #55
                      That is strange, I thought I replied to the last post a few days ago.

                      To preview, you should place the BP under the VolumeTextures folder. The ones in the RayMarching folder were more meant as helper BPs used by other blueprints. mostly they just write data to render targets without a preview setup of their own. For example the IBL one computes lighting for a volume texture based on a specified cubemap.
                      Ryan Brucks
                      Principal Technical Artist, Epic Games

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                        #56
                        Can the volumes be exported as VDB's?

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                          #57
                          This plugin makes my project Lag really bad and my pc is not junk.

                          64 gig ram
                          windows 10
                          radeon R7 240

                          it should not lag this much. loading the fluid sim maps locks my pc to a crawl why??
                          Matt Walton: Programmer and owner for WireLiteSoft Games.

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                            #58
                            That video card only has 2gb of ram. The fluid simulation takes up quite a bit of video memory. Did you download the initial version or the second updated link?

                            http://unreal-engine-public-share-cd...s-GDC-Pack.zip

                            The first version had a bug that was not saving the RT references properly. It is expected that the fluid sim will be very slow to render unless you have an nvidia 980 or better.
                            Ryan Brucks
                            Principal Technical Artist, Epic Games

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                              #59
                              Hi!
                              first off, thanks for your great work!
                              I dont know if this is the correct way to approach but i'm looking for a way to recreate this in Unreal Engine. would it be possible?
                              https://www.youtube.com/watch?v=XkWlxHlxVy4

                              If someone is up for a collaboration here is my email. johan.rosenberg@filmgate.se

                              Thanks!
                              Johan

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                                #60
                                This is really amazing. I installed it and am trying the VolumeTextures/Volume Preview. I see the volume and I see the flipbook being generated. Is the representation in the view an actual volume, and then I would somehow use the flip book to approximate it in a more efficient way? Just getting started, so any info would be great. Besides that, I wondered if it is possible to import a simple piece of geometry and use that to create the volume shape. I will play around with these settings, but is it meant to be brought into a level as is, or do I need to create a setup with the filpbooks (and is there an example I could learn from).
                                Last edited by mad_guru; 08-18-2017, 02:06 AM.

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