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  • replied
    Originally posted by KristofMorva View Post

    Even worse, it's not even a modern feature :'D
    I know right lol

    Leave a comment:


  • replied
    Originally posted by jojo8026 View Post

    Good Job Epic you officially drove a potential customer away because the engine isn't up to modern standards
    Even worse, it's not even a modern feature :'D

    Leave a comment:


  • replied
    Originally posted by Staazvaind View Post
    holy **** !

    coming from cryengine this is a must-have for any engine nowadays.
    cant even believe whats been happening here:
    maximum-dev had enough supporters on this matter and the ticket gets deleted ???

    this one thread really makes me rethink going back to CE or lumberyard.

    i have always asked myself why so many devs place decals manually over maps
    to crack up roads... now i know... jesus
    Good Job Epic you officially drove a potential customer away because the engine isn't up to modern standards

    Leave a comment:


  • replied
    holy **** !

    coming from cryengine this is a must-have for any engine nowadays.
    cant even believe whats been happening here:
    maximum-dev had enough supporters on this matter and the ticket gets deleted ???

    this one thread really makes me rethink going back to CE or lumberyard.

    i have always asked myself why so many devs place decals manually over maps
    to crack up roads... now i know... jesus

    Leave a comment:


  • replied
    Originally posted by muchcharles View Post

    Now that they are starting to add virtual texturing (lightmaps only in 4.21), if they add it to landscapes in a dynamic way you could do expensive decal projection operations just on a local area, with cost divided over frames:

    https://www.gdcvault.com/play/102176...e-Rendering-in
    https://80.lv/articles/landscape-and...con-wildlands/

    Maybe precompute all of the ones at lower mips up to some storage budget, then draw in the nearby higher mips dynamically.
    With virtual texturing all you'd have to do is render the spline geometry into the landscape VT as a render target. That's how it works in Far Cry 4/5, where they can use a large amount of decals because they cost nothing after they get "baked" the first frame they appear. If Epic is working on modernizing the landscape, using virtual textures is the way to go, since it also eliminates the cost of blending terrain layers at run-time.

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  • replied
    Originally posted by Deathrey View Post
    Myth about fancy spline projected decals had been around as long as this thread.
    While there are ways to project UVs from arbitrary geo into the world, they all more or less revolve around splitting everything up into prisms and having an insane per fragment cost at grazing angles.

    I think I did already post somewhere here, that the essence of this thread is request expand functionality of landscape splines to produce a proper mesh, that is a result of intersecting splinemesh and landscape LOD0(or optionally, scene geometry LOD0).
    Now that they are starting to add virtual texturing (lightmaps only in 4.21), if they add it to landscapes in a dynamic way you could do expensive decal projection operations just on a local area, with cost divided over frames:

    https://www.gdcvault.com/play/102176...e-Rendering-in
    https://80.lv/articles/landscape-and...con-wildlands/

    Maybe precompute all of the ones at lower mips up to some storage budget, then draw in the nearby higher mips dynamically.

    Leave a comment:


  • replied
    Originally posted by Maximum-Dev View Post
    Even if we have proper spline decals, landscape tessellation would still be a problem, since decals don't support displacement, decal would be project on the underneath deformations making it look very wrong. Pretty far from hoping to see all this situation improve by Epic.
    Not exactly the case. You are supposed to paint a layer, that has no displacement under spline decal. Then decal itself can be tessellated and positively displaced.

    But yeah, that is all a terrible raindance, when compared to freedom one has with decals when working with PVT and with all that in mind, whole landscape system in UE4 is a bit dated by modern standards and slight improvements to landscape splines aren't going to upgrade it noticeably.

    Leave a comment:


  • replied
    Even if we have proper spline decals, landscape tessellation would still be a problem, since decals don't support displacement, decal would be project on the underneath deformations making it look very wrong. Pretty far from hoping to see all this situation improve by Epic.

    Leave a comment:


  • replied
    So the only practical way is to lay over geometry along the spline and try to match it to whatever is underneath it. That's what CryEngine does, BTW.
    Myth about fancy spline projected decals had been around as long as this thread.
    While there are ways to project UVs from arbitrary geo into the world, they all more or less revolve around splitting everything up into prisms and having an insane per fragment cost at grazing angles.

    I think I did already post somewhere here, that the essence of this thread is request expand functionality of landscape splines to produce a proper mesh, that is a result of intersecting splinemesh and landscape LOD0(or optionally, scene geometry LOD0).
    Last edited by Deathrey; 11-17-2018, 10:37 PM.

    Leave a comment:


  • replied
    DecalActors use depth-based projections. Which means the world position of the pixels inside the decal area are used to calculate the UVs for the decal texture. Using the same approach for a spline instead of a box is not feasible, because you'd have to convert world coordinates into spline coordinates and there's no analytical algorithm that can do that, so it would be a messy and expensive shader full of iterations that may or may not work.

    So the only practical way is to lay over geometry along the spline and try to match it to whatever is underneath it. That's what CryEngine does, BTW.

    Leave a comment:


  • replied
    Originally posted by SomeDude12 View Post
    This is the latest version of the tool i created. If it helps any1. You can use it with multiple St Meshes and/or decals. You may have to move the spline points to get the result you need. Try it. I helps you good. It doesn't
    I tried importing this into my project file, and it never appears.

    Leave a comment:


  • replied
    This is the latest version of the tool i created. If it helps any1. You can use it with multiple St Meshes and/or decals. You may have to move the spline points to get the result you need. Try it. I helps you good. It doesn't
    Attached Files

    Leave a comment:


  • replied
    Bumping this thread again. I just read through the entire 11 page discussion and there's no solution that works for my use case: Dirt-path through some sandy dunes.

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  • replied
    Hi all,

    I'm currently working on a city wide project, and I can't help but bump this topic once again. I've always wondered how people went about creating roads where different traffic signs are happening at once, like in a junction, and it seems like a spline decal would work like a charm. After reading all of the comments in this thread, and seeing as other engines are already implementing it, it's a shame that Unreal isn't doing something similar. Can we get any official response as to when we can expect this to happen, if at all?

    Leave a comment:


  • replied
    Bumping for Epic.

    Leave a comment:

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