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

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  • 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.

  • replied
    Not Ryan, but I fixed this locally in 4.22 by changing some of the custom code nodes.

    In both the "Density Raymarch" & "Raymarch Cube Setup" nodes in "M_VolumePreview_01", "M_VolumeRayMarch_Lit_LinearSteps_Preview_NoCurl" etc, you need to replace any occurances of "Primitive.Member" to "GetPrimitiveData(Parameters.PrimitiveId).Member", where Member is replaced with whatever the code is using in each instance.

    This change got the test maps for 3D Fluids back up and running for me. I've only tried the 3D fluids test maps, I reckon there's more instances of that, which would need to be resolved as and when you use them.

    Leave a comment:


  • replied
    RyanB It seems like this plugin doesnt work on 4.22 anymore, i only see a grey cube inside the maps. or is there any way to fix this? thanks in advance!

    Leave a comment:


  • replied
    Did you drop the unzipped folder in the "content"' folder of blank project ?

    Leave a comment:


  • replied
    RyanB Anyway tips to get this to work on 4.20+? I haven't been able to load anything, all the references and nodes seems to be broken.

    Leave a comment:


  • replied
    Hi Ryan,

    I tried to install the plugin into an Unreal Mod, right after that Unreal stopped working. There is a message that says "The game module '....' could not be loaded. There may be an operating system error or the module may not be properly set up."

    May i know how to fix it?

    Thanks.

    Leave a comment:


  • replied
    That is awesome!

    Interesting use of positional maps to transfer the data. If performance is an issue, you can actually improve that part by pre-rendering the position map of your static mesh to a texture before hand, and then using a single draw to render the effect of the 'spotlight' or brush cone directly to a render target without a scene capture. The only trade off is that you wouldn't get any self-shadowing like the spotlight/scenecapture approach may get you. May not be an issue for just simple geometric primitives.

    If you look in the fluid plugin, the hitmask rendering part might have a good example of how that could be done. You would mostly just need to replace the spheremask with a cone distance field function.

    Looks like some kind of interesting advection brushes going on in those trippy examples.

    Leave a comment:


  • replied
    Dear Ryan,

    thank you for this outstanding plugin and those examples. Also thanks a lot for your shaderbits website and everything else you share with us. My favorite lecture.
    This was so much inspiring for us, that we started a new project based on the 2D Fluid Simulation idea.
    It is like a VR-Graffiti-Spray App with fluid effects and other image manipulations.

    For the original "Force Splat", I use a spotlight attached to the controller. Then a scene capture which captures the spot light footprint.
    With the modulation of SpotLight Parameters, Light function or the (animated) light material, its possible to create nice varieties of brushes and spray cans.

    This works fine so far on flat walls. Now we plan to paint on 3D objects.
    For this, we need a special Shader who can do the following:


    Here you see the Static Mesh, with UV Space as Texture.
    The Spotlight is used for the mask.
    The scene caputures have same location and orientation then the spotlight.
    Click image for larger version  Name:	overview.jpg Views:	1 Size:	223.3 KB ID:	1581900


    Left ist the scene capture for the UV Texture
    Middle is the scene capture for the SpotLight
    Right is the masked Result
    Click image for larger version  Name:	20190206-16_43_11M_Spray_UV_Remapped.png Views:	3 Size:	11.2 KB ID:	1581920Click image for larger version  Name:	20190206-16_43_21M_Spray_UV_Remapped.png Views:	2 Size:	12.3 KB ID:	1581921Click image for larger version  Name:	20190206-16_43_25M_Spray_UV_Remapped.png Views:	3 Size:	12.3 KB ID:	1581922


    Now I want to use the masked Result as a "Pixel Reposition Map".
    That means, that a given Textures pixel is moved to the UV Position of the masked Results color.
    (Sorry for this unclever explanation. I try with images now...)

    1 Click image for larger version  Name:	1.jpg Views:	2 Size:	2.0 KB ID:	15819092 Click image for larger version  Name:	1a.jpg Views:	1 Size:	1.6 KB ID:	15819073 Click image for larger version  Name:	2.jpg Views:	1 Size:	1.6 KB ID:	1581908

    1. The TextCoord UV Space
    2. The Masked Result from Scene capture
    3. The Pixels of (2) are moved to the corresponding pixels of (1)


    Click image for larger version  Name:	6.jpg Views:	1 Size:	27.4 KB ID:	1581911


    I am crankin my head with this all christmas holidays. Let me tell you: its so hard not to be a genious...
    Now, I would like to apply for your help!


    -----------------------------------------------------------------------------------------

    Here are some pictures from the current status and some paintings of a school class of 10-year old children (animated with flowmaps):
    Click image for larger version  Name:	10071.jpg Views:	1 Size:	315.4 KB ID:	1581912Click image for larger version  Name:	46031-Kopie.jpg Views:	1 Size:	288.3 KB ID:	1581914Click image for larger version  Name:	87151-Kopie.jpg Views:	1 Size:	135.7 KB ID:	1581915Click image for larger version  Name:	97689-Kopie.jpg Views:	1 Size:	110.4 KB ID:	1581916Click image for larger version  Name:	97790-Kopie.jpg Views:	1 Size:	218.0 KB ID:	1581917 Click image for larger version  Name:	image_157295.jpg Views:	1 Size:	104.9 KB ID:	1581913

    We build a real-world Spray-Simulator here in germany nuernberg and plan to donate it to a public city-youth-club.
    Currently the simulator is located in our blacklight artspace.
    It consists of a Wooden Box, a rear projection fabric, and a short throw projector inside the box. the dimensions are 3x2m, only 40cm depth.
    We use the Vive controller for painting (without headset).

    After the beta-phase, we plan to release a detailed how-to-build website. The Idea is, to support youth-clubs or communities to build their own graffiti/paint walls in a cheap way.
    Click image for larger version  Name:	15461067532110.jpg Views:	1 Size:	241.2 KB ID:	1581925Click image for larger version  Name:	15461067535254.jpg Views:	1 Size:	122.8 KB ID:	1581924Click image for larger version  Name:	15454992711543.jpg Views:	1 Size:	266.2 KB ID:	1581927Click image for larger version  Name:	15461067534032.jpg Views:	1 Size:	157.5 KB ID:	1581926Click image for larger version  Name:	15454992712024.jpg Views:	1 Size:	159.9 KB ID:	1581923Click image for larger version  Name:	15461067533451.jpg Views:	1 Size:	270.3 KB ID:	1581928

    -------------------------------------------------------------------------------------------


    thx again for making this possible.
    love and light,
    fabi
    Last edited by edstoica; 02-07-2019, 08:58 AM.

    Leave a comment:


  • replied
    RyanB Thanks again for this amazing plugin! I'm still stuck with trying to find a way to get multiple actors to interact with the 2DFluidSim BP.
    Currently only the Paint_Pawn can affect the render targets in BP_FluidSimulation01. How can I get multiple actors in the scene to interact with the fluidsim by LineTracing. I want to have about 50 spawned actors interacting with the Fluid Simulation by uising linetracing. Any help will be greatly appreciated

    Leave a comment:


  • replied
    RyanB
    I was wondering when the plugin will be updated to include the skeletal mesh options so we can create the smoke people you talked about on your blog.


    https://youtu.be/GvI7qt3kmz4

    Leave a comment:


  • replied
    Originally posted by NilsonLima View Post

    The Cloudscape Seasons was based on the same technology, but it is not the same asset as presented in the stream. This Livestream download sample can be found in this link: here
    Thanks for answer.
    It was very helpful for me.

    Leave a comment:


  • replied
    Originally posted by hi.masuda View Post
    The Cloudscape Seasons was based on the same technology, but it is not the same asset as presented in the stream. This Livestream download sample can be found in this link: here

    Leave a comment:


  • replied
    How can I download this Plugin?

    https://www.youtube.com/watch?v=CWzP...outu.be&t=1196

    Is this?
    https://www.unrealengine.com/marketp...dscape-seasons

    Thankyou

    Leave a comment:


  • replied
    For me it worked just fine when I rendered a media texture to a render target. I do that to do some tests of extracting chroma masks and then dilating them etc.

    But I was testing using the new media framework in 4.20. Maybe it did not used to work? There is nothing fancy about seeding that rainbow, its just a draw material to RT event, and from then on it just gets passed into the sim render targets.

    Leave a comment:


  • replied
    RyanB

    Thanks for the amazing plugin, Ryan! I'm trying to replace the rainbow texture used in the 2DFluid simulation example with a media texture. However, the video doesn't end up playing at all. The fluid sim does still play over the first frame or some random frame of the video.
    This is the 2D Fluid sim I'm referring to:
    https://youtu.be/CWzPP5FAYAg?t=1196

    I'm basically replacing the rainbow like material in the video with a media texture material. It is the material on the Alpha Preview static mesh plane.

    When I place the same media material on a regular plane, it plays and loops just fine.

    I believe the fluid sim itself is based on the Navier-Stokes method.

    Additionally, if I want multiple players to interact with this fluid, how would you recommend doing that? There is no need for networking because I am using a depth camera to track users so the whole project will be running on a single PC.

    Any help will be greatly appreciated.

    Leave a comment:

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