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    #46
    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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      #47
      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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        #48
        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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          #49
          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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            #50
            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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              #51
              Fully agree that we need this. My team and I would greatly benefit from this. +1

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                #52
                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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                  #53
                  It's standing at 51 votes now.

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                    #54
                    Can anyone please link this to this?

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                      #55
                      +1 for that. It really clearly describes the problem for whatever Epic dev might tackle the issue.

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                        #56
                        Hell, even Paragon would benefit from this.

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                          #57
                          Another vote here, pretty much every game that uses a terrain can benefit from this..

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                            #58
                            It's become the second most wanted feature.
                            https://issues.unrealengine.com/issu...nt=&sort=votes

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                              #59
                              Nice! I'm really excited to see how much the community got on board with that. I'm passing all of what is happening along in my reports and getting this in front of the eyes of people who work on these systems.
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                                #60
                                Originally posted by Maximum-Dev View Post
                                It's become the second most wanted feature.
                                https://issues.unrealengine.com/issu...nt=&sort=votes
                                I was the 79th vote...and now it's number 1.

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