Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    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??

    Leave a comment:


  • replied
    Can the volumes be exported as VDB's?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    [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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    that makes sense yh, thats what I'm watching atm!

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    Very cool!

    Leave a comment:


  • replied
    Archive video is now up, enjoy!
    Last edited by Alexander Paschall; 05-04-2017, 11:03 AM.

    Leave a comment:


  • replied
    FWIW, the memory crash and perf hitches I experienced on the stream were all due to one tiny bug in the BP. Under Debug-> the variable "Saved Pressure Divisor" should have been marked as user editable. Since it was not, the BP thought the setting "Pressure Divisor" was changing every time the script ran, which meant it was creating hundreds or thousands of render targets when I scrubbed. Scrubbing should be relatively hitch free and memory safe after that fix.

    I suggest everyone who has the BP to make that variable editable. It gets set by the BP itself and is how it tracks if properties have changed and whether it needs to create new RTs or not. This came about because merging BPs to an older build by hand has to be done manually.

    Leave a comment:


  • replied
    Originally posted by RyanB View Post
    New link with updates.

    Don't worry these dropbox links are just temporary. We will get a version up on a more official mirror soon. Still just making a few little fixes here and there.
    Just watched through the twitch stream. At the very end you mentioned that you're interested in adding the ability to move your hand through smoke in VR. Is this something you could help me with? I'm working on a VR project that could use something just like this except for clouds. I was thinking of just adding a general noise/flow for light cloud movement then utilize the same method you had for painting velocity except with a decay to return back to normal, if possible?

    Leave a comment:

Working...
X