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Spline Decals?

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  • replied
    It's become the second most wanted feature.
    https://issues.unrealengine.com/issu...nt=&sort=votes

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  • replied
    Another vote here, pretty much every game that uses a terrain can benefit from this..

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  • replied
    Hell, even Paragon would benefit from this.

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  • replied
    +1 for that. It really clearly describes the problem for whatever Epic dev might tackle the issue.

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  • replied
    Can anyone please link this to this?

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  • replied
    It's standing at 51 votes now.

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  • replied
    Just in case if anyone is not aware yet, voting for the feature implementation is here: https://issues.unrealengine.com/issue/UE-13142

    Vote people, we need this feature!

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  • replied
    Fully agree that we need this. My team and I would greatly benefit from this. +1

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  • replied
    Bumping this again as well. Games such as Squad, Battlegrounds, Ark, etc. (In other words, UE4's top selling games ) would greatly benefit from this feature.

    At the very least, Chosker's proposed implementation would also be great for blending any 3d asset, not just roads. As dev said, there's currently no viable way to do this for meshes. Decal Splines would definitely be icing on the cake though

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  • replied
    I'm posting in this thread again to throw my support behind this feature once more. I think Maximum-Dev has done a great job articulating why this feature would be very useful to pretty much any game with even a medium-sized outdoor environment.

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  • replied
    Originally posted by Maximum-Dev View Post
    Dithering affects the edges very slightly, not very effective. Also can't use decals all along actual roads that are sometimes hundreds of meters long.


    Dark days....
    Dither Temporal AA isn't slight. Dithering in the source texture if that is what you mean is different and won't work well. I wasn't suggesting decals all along hundreds of meters of roads, just at intersections. It probably wouldn't work great for paved road intersections, but it would for the type posted from KC: Deliverance.

    Here's a video on his techniques in the asset:

    https://www.youtube.com/watch?v=oRfVFh_6OyA
    Last edited by muchcharles; 05-03-2017, 07:53 AM.

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  • replied
    Originally posted by muchcharles View Post
    Look into Clinton Crumpler's underground bunker asset; it uses dither temporal AA to avoid this and uses decals at intersections and stuff. It looks fine (in VR the depth effects of it floating slightly above the ground are a bit of an issue, but not in 2D).
    Dithering affects the edges very slightly, not very effective. Also can't use decals all along actual roads that are sometimes hundreds of meters long.


    Dark days....

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  • replied
    Originally posted by muchcharles View Post
    Look into Clinton Crumpler's underground bunker asset; it uses dither temporal AA to avoid this and uses decals at intersections and stuff. It looks fine (in VR the depth effects of it floating slightly above the ground are a bit of an issue, but not in 2D).
    Dither Temporal AA is not a solution for anything in the current state of UE4's Temporal AA

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  • replied
    Originally posted by Maximum-Dev View Post
    [MENTION=540]Chosker[/MENTION]Soft opacity is also playing a big role otherwise with hard edges there's no way to get good results.
    Look into Clinton Crumpler's underground bunker asset; it uses dither temporal AA to avoid this and uses decals at intersections and stuff. It looks fine (in VR the depth effects of it floating slightly above the ground are a bit of an issue, but not in 2D).

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  • replied
    Originally posted by Alexander Paschall View Post
    It is currently backlogged, but that is mostly because the focus of engine features comes from either:
    1. Community interest: Threads like this, answerhub reports, social media posts and votes on the issues page (it's at 0 votes right now) help determine that. Please keep giving feedback and make sure to specifically explain how you would expect the tools to work for the best results. The mesh editor is an example of a tool made from these kinds of requests.
    2. Large audience need: Generic tools that help out a large audience are prioritized highly. Sequencer, Niagara, Audio Engine and other tool overhauls fall into this category. This is probably the highest priority in general since it helps so many people.
    3. Epic Games project need: One of Epic's projects needed it, so it was ported over from the game into a generic engine tool. AnimDynamics, VR Forward Renderer and Behavior Trees were created for this. These get added a lot since the tool is already done and it's just a matter of porting and testing.

    If the community keeps up interest in a request, it gets more attention from our devs. I suggest you make sure to bump the threads every now and again to keep developer's eyes on the request.
    Hey Alex,

    I'm pretty certain the 5 votes on there are from people who have posted in here. The rest of UE4 userbase don't know about this thread/feature request so I don't know how anyone who needs this can vote for it unless I reach out to everyone and let them know this feature request exists. Voting system isn't an effective way of prioritizing tasks. Common sense indicates there's a large audience needing proper roads in their projects, and for that, they need spline decals. I've created a thorough comparison here to demonstrate why people need it. Let me know how many votes are needed and we'll give it to you.

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