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A Boy and His Kite - Jun 11 & Jun 12

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    #31
    Originally posted by The_Distiller View Post
    @Efrye:

    Heightfield GI:
    There is info on Heightfield GI in the full release notes of 4.8 under "Lighting" roughly 2/3 down the scrollbar.
    Oh man, I don't know how I missed that. Thanks for the info!
    Question updated.

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      #32
      Where can I download it? I can't see it under the Learn tab in the launcher. Or has it not been uploaded yet?

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        #33
        nvm found it

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          #34
          Originally posted by Maximum-Dev View Post
          I third this.
          I forth that, please release the script you used to edit the raw images, the one that created a preview image on top of the dark raw one.
          Thank you
          Check out my awesome game :www.worldvoid.com Thank you

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            #35
            My first Twitch experience. Interesting talk, loads of great tips. Thanks guys!!
            [FREE] Procedural Bridge Blueprint, [FREE] Spline Enabled Ivy BP

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              #36
              @RyanB: I don't suppose you feel like doing a thread focused on breaking down the Kite demo(as far as you were involved) and 4.8, focusing on workflow; including World Machine. With a similar mentality that DanielW has brought to his thread on DFGI in 4.8.

              For a GDC demo or small project, settling for a flipped terrain isn't such a big deal. I'd also like to see the World Machine side of things when it comes to the splat/weightmaps you used. In another thread you mentioned:
              No. To be honest the flipped node caused me too much grief as well.

              Never told anybody this but the gdc kite demo landscape is flipped compared to what it was initially supposed to be, but I just rolled with it. This isn't really a ue4 bug its more just an oddity of interface between UE4 and worldmachine. And worldmachines flipper node not working nicely.
              When we want to expand the world or replace certain areas of a rather massive world, this seems like it could become a rather big headache even with scripts to rename everything. Very disruptive to "flow".

              Obviously with the Kite demo there's a focus on real world scale as well. Overall there's so much ground to cover(pun intended), that getting everything addressed in a Twitch stream just isn't going to happen. I'd love to see of some that unofficial internal workflow documentation that likely isn't planned to be released. There's a lot of gems floating around that aren't in wiki posts, but are instead scattered over different forum posts. Often it's also ddvlost making some great posts on the subject, it would be nice to get that wisdom consolidated into one thread. While there are lots of approaches to doing the same thing, I'd rather be using Epic's methods as much as possible(assuming efficiency is the overall result).
              Last edited by Xodroc; 06-12-2015, 02:27 AM.

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                #37
                Thanks for tuning in guys it was fun.

                other environments still require Light Propagation Volumes and they haven't seen any updates for a while. Can we expect to see new features, such as "emissive lighting for cheap area lights" (to quote the documentation) or increased distance/accuracy in the not-so-distant future?
                Here's the summary of the recent LPV improvements we integrated from Lionhead (2015/05/15)

                updated LightPropagationVolume (from Lionhead Studios)
                * reduced order of SH (faster but a bit more blurry)
                * DirectionalOcclusion (disabled by default, can be enabled in PostProcessSettings, affects SkyLight and ReflectionEnvironments but not AmbientCube)
                * Material BlockGI feature
                * Spotlight support
                * Uses AsyncCompute on XboxOne as optimization (order is not optimized yet)

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                  #38
                  Any progress on volumetric clouds?
                  It's not something we are actively working on unfortunately. That Intel demo looks great though
                  https://www.youtube.com/watch?v=50GEvbOGUks

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                    #39
                    For further Heightfield GI and Distance Field GI information in 4.8 please see this thread
                    https://forums.unrealengine.com/show...ield-GI-in-4-8

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                      #40
                      Originally posted by DanielW View Post
                      It's not something we are actively working on unfortunately.
                      Hey Daniel, If you would be able to help me get this working with translucent shadows then we could have a solution sooner! The fourier shadows aren't working correctly when my actor rotates.

                      https://answers.unrealengine.com/que...ing-actor.html

                      video of issue link here.

                      The problem is either with tangents or bounds (or something I haven't figured out yet) Eric has been helping me out which is great but I'm still a bit stuck.

                      Also if we were able to get a gather4 node in the material editor, then I would be able to do proper trilinear interpolation accross volume slices (right now its doing sampling across adjacent slices which is actually wrong but is forgiving for now.
                      Visual Effects Artist, Weta Digital, Wellington New Zealand
                      BLOG www.danielelliott.co.uk
                      @danielelliott3d https://twitter.com/danielelliott3d
                      Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                      2015 Showreel: https://vimeo.com/116917817

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                        #41
                        Just a quick question. Will the kite demo run on my system(not the .exe , from the editor) without lagging ? or do I need to upgrade my RAM ?

                        Configuration -
                        i7 3770
                        8 gb DDR3 1600MHz RAM
                        nvidea gtx 980
                        DayNight Cycle - https://www.unrealengine.com/marketplace/daynight-cycle
                        Jigsaw Puzzle Template - https://www.unrealengine.com/marketp...uzzle-template
                        Post Process Blendables Volume 1 - https://www.unrealengine.com/marketp...ndables-volume
                        MSSQL Integration for UE4 - https://www.unrealengine.com/marketp...ql-integration
                        Radar System with Minimap - https://www.unrealengine.com/marketp...m-with-minimap

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                          #42
                          Originally posted by Ma66oTo View Post
                          nvm found it
                          Mind sharing where?
                          Portfolio

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                            #43
                            Originally posted by sameek4 View Post
                            Just a quick question. Will the kite demo run on my system(not the .exe , from the editor) without lagging ? or do I need to upgrade my RAM ?

                            Configuration -
                            i7 3770
                            8 gb DDR3 1600MHz RAM
                            nvidea gtx 980
                            You definitely need to add another 8GB to the RAM. Still can't say it would make it lag free since it was running on GTX Titans.. I'm curious to see how much resources it takes to have a 20km^2 landscape in engine.
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                              #44
                              As always, I am a bit skeptical. I mean the demo is nice and everything, but unless they have techniques in the engine the make it running on 8GB without nvidia titans, there is nothing to be excited about. Any engine can create sth. like this if you feed it with endless Ram and the latest and greatest gpu(s). This demo makes really only sense if it can run on hardware that is not overpowered. See open world games...they are running in normal powered hardware (8 GB is what most people have, imo) because they have good techniques in the engine, see the latest witcher title.
                              To just dish out a open world demo and say 'yes, but you need min. 16GB ram and a titan, or better two of each'...well, reply would be 'thanks, keep it'

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                                #45
                                Originally posted by PolyPlant View Post
                                As always, I am a bit skeptical. I mean the demo is nice and everything, but unless they have techniques in the engine the make it running on 8GB without nvidia titans, there is nothing to be excited about. Any engine can create sth. like this if you feed it with endless Ram and the latest and greatest gpu(s). This demo makes really only sense if it can run on hardware that is not overpowered. See open world games...they are running in normal powered hardware (8 GB is what most people have, imo) because they have good techniques in the engine, see the latest witcher title.
                                To just dish out a open world demo and say 'yes, but you need min. 16GB ram and a titan, or better two of each'...well, reply would be 'thanks, keep it'
                                It's cruel to compare Kite Demo level which is a tech demo (where it's all about showcasing the technical advancements with maximum quality possible) to open world games on the market where it's all about maximum optimization, maintaining good quality AND performance to make it possible to play on mid range PCs and above so they can have more sales.

                                Kite Demo level is a different category than games category. No game has photoscanned rocks with 8096x8096 texture resolution etc.
                                Last edited by Maximum-Dev; 06-12-2015, 10:08 AM.
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