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Forward rendering path (Translucency, Transparency + Alpha Blending)

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    #16
    Technique in link is done in deferred path . That's why I asked for code.
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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      #17
      Originally posted by iniside View Post
      Someone could try implement this in Unreal. It doesn't seem that complicated if you know your way around engine rendering pipeline.

      If there was code for this technique somewhere, I could at least try to backport it into unreal (it's easier to understand code, than theoretical description of technique ).

      Here is this technique in action:
      https://www.youtube.com/watch?v=1VZlDy8FOO8

      It's looks very good.
      Yeah, it looks good but do note drawbacks list in Conclusion section. I'm almost 100% sure that it is not possible to develop solution which will satisfy all users and cover all cases. So you need to choose technique based on your specific needs.

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        #18
        Originally posted by iniside View Post
        Technique in link is done in deferred path . That's why I asked for code.
        http://http.developer.nvidia.com/GPU...ems3_ch16.html, there you go chief knock yourself out ..

        It only mentions edge smoothing done in the deferred pass, but it'd be cool.. I'd go for the FR personally it's a bit of an old technique, still looks good though. There is still water and the rest to contend with as well hehe!.
        Last edited by ShadowKindGames; 10-27-2014, 07:11 AM.

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          #19
          Originally posted by ShadowKindGames View Post
          http://http.developer.nvidia.com/GPU...ems3_ch16.html, there you go chief knock yourself out ..

          It only mentions edge smoothing done in the deferred pass, but it'd be cool.. I'd go for the FR personally it's a bit of an old technique, still looks good though. There is still water and the rest to contend with as well hehe!.
          Right. But.. CE2 was forward rendering engine.
          The switched to fully deffered renderer with CE3.
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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            #20
            Originally posted by iniside View Post
            Right. But.. CE2 was forward rendering engine.
            The switched to fully deffered renderer with CE3.
            I think you're not correct. Excerpt from their presentation from GDC13:
            Allowed us to drop almost all opaque forward passes.
            For more complex shading such as Hair or Skin, process forward passes


            Deferred (Red) + Forward (Green)


            I think ShadowKindGames is refering to an outdated solution which has already been dropped from CE (paper which he is referring to was published in 2009).
            Last edited by Shockwave-peter; 10-27-2014, 07:54 AM.

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              #21
              @Peter, but that shows they do use a FR path just like one of the papers stated. Anyway, doesn't matter We need an FR path..

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                #22
                So it's been over a week or so, just wondering what's happening in regards to this? There are plenty of marks on Trello for it.

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                  #23
                  Hi everyone,

                  Martin Mittring addressed this in the Rendering twitch stream, which can be found here: https://www.youtube.com/watch?v=DQt_...fhI4iwQ#t=2627. Forward Rendering is being worked on, however we currently have our resources allocated elsewhere and as such it will take time. We do not have a timeframe of when this will be made available.
                  Adam Davis | Marketplace Support | Epic Games
                  How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

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                    #24
                    Are there any update regarding this feature?

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                      #25
                      i'd like an update too, it would be appreciated. ideally for UE4 it would be nice to have the best of both worlds. been holding out for 2 years for this!

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                        #26
                        Originally posted by Rooster128 View Post
                        i'd like an update too, it would be appreciated. ideally for UE4 it would be nice to have the best of both worlds. been holding out for 2 years for this!
                        For translucency you can use this in any translucent material and must be enable per material. Set the Lighting Mode to Surface Per-Pixel and set the CVar r.ForwardLighting 1 to enable it. This will give you the nice specular highlights on translucent materials. This is considered experimental and could be changed in the future.

                        This feature has been in since 4.8 which was released early last summer. Beyond that I'm not aware of any additional initiatives at the moment to bring forward rendering to UE4 in any other capacity.
                        Tim Hobson | Learning Resources | Epic Games
                        UE4 Documentation

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                          #27
                          If/when this feature is fully implemented will it fix the translucency depth issues? It would be nice to see translucency work well with DOF

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