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❀ DoN's Dynamic Mesh Effects ❀

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  • replied
    Originally posted by ksergos View Post
    Thank you very much! I buy it.
    Thank you! Appreciate your purchase

    Leave a comment:


  • replied
    Thank you very much! I buy it.

    Leave a comment:


  • replied
    Originally posted by ksergos View Post
    Sorry, I was referring to the drawing of decals through your plugin on the skeletal mesh when the particles collided with the skeletal mesh. Something like this: https://www.youtube.com/watch?v=kLeKe2SHu78 but on the skeletal meshes.
    That video uses the "On Particle Collide" event to spawn decals whenever a particle touches the ground (presumably scene collision/etc is turned on, I didn't see the full video).

    Anyway, you could use the same approach and just pass that data to the plugin's Paint Stroke node as a Hit Result.

    Few things to note:- The plugin requires a Hit Result to work so you would need to wrap the particle collision event's data into a custom Hit Result first. As the particle event doesn't tell you which component it collided with you'd need to manually seed the list of desired splatter surfaces (eg: Your character's skeletal mesh, landscape floor, etc).

    The plugin is smart enough to ignore any decal requests that do not touch the character's skeletal body, so you don't need to worry about that. Proper setup will be key for your usecase though as in the absence of "true" hit results you'd need to convert cascade's collision events into a hit result; the decision making of which actual component to seed those Hit Results with will be yours to make.

    Hope that helps!

    Leave a comment:


  • replied
    Sorry, I was referring to the drawing of decals through your plugin on the skeletal mesh when the particles collided with the skeletal mesh. Something like this: https://www.youtube.com/watch?v=kLeKe2SHu78 but on the skeletal meshes.

    Leave a comment:


  • replied
    Originally posted by ksergos View Post
    Hello, does your plugin work with particles? (For example, traces of dirt from under the wheels of the car on the landscape, on the car itself)
    For your usecase you could use a decal dirt texture and accumulate dirt trails on the landscape and the car as well. This will be driven by your materials with a node provided by the plugin.

    If you meant "3D Particles" like ones in Cascade, then no, the plugin doesn't deal with those.

    Hope that answered your question Also check out the Paint Stroke and Quick Start knowledge base articles to get a sense of the overall workflow.

    Leave a comment:


  • replied
    Hello, does your plugin work with particles? (For example, traces of dirt from under the wheels of the car on the landscape, on the car itself)

    Leave a comment:


  • replied
    Originally posted by VSZ View Post
    Thank you Yes! The plugin will be 50% off during the holiday sale; Very soon!
    The sale is live!
    Pick up DoN's Dynamic Mesh Effects for 50% off for the 2017 Holiday sale!

    Try the free demo:
    Once again, you can download the free 4.18 sample project and give the latest features a whirl for yourself!

    Leave a comment:


  • replied


    Originally posted by rennsix View Post
    Every link I click on the knowledge base just goes to the homepage URL. I will try again tomorrow.
    Originally posted by Kees.Ii View Post
    Hello -- I'll second that. All the links on the Knowledge Base page are broken, and the search function requires a login. Please fix this!
    It's fixed now.

    The links were broken while renaming some content, sorry for that.

    Kees.Ii - The KB Search page still needs to be fixed. I've sent a support request to my KB provider to find an alternative way of running the search box (it currently needs access to an admin-only part of the website for running some Ajax requests apparently...)

    Thanks to both of you for bringing this to my attention


    Leave a comment:


  • replied
    Hello -- I'll second that. All the links on the Knowledge Base page are broken, and the search function requires a login. Please fix this!

    Leave a comment:


  • replied
    Every link I click on the knowledge base just goes to the homepage URL. I will try again tomorrow.

    Leave a comment:


  • replied
    Originally posted by VSZ View Post

    Thank you Yes! The plugin will be 50% off during the holiday sale; Very soon!


    Definitely. I use this plugin from source builds too, no special steps are required. You can either copy the plugin straight into your own project's Plugins folder or your source build's Engine\Plugins\ folder depending on your preferred workflow.

    For accessing the API from C++ remember to add the Module "DonMeshPainting" as a dependency in your Builds.cs file (PublicDependencyModuleNames) as usual.


    Thanks again

    Quite busy these days building "Drunk On Nectar"; will look for opportunities to weave something into the mix whenever I can


    Sweet, man.. thanks! See lol.. I would of bought it and right after it would go on sale.. happens all the time! ... thanks for the info... and Drunk on Nectar looks amazing..

    Leave a comment:


  • replied
    Originally posted by Daniel Skipper Games View Post
    Hi, Is there any way to suppress/fix the byte array warnings on using the load onto multiple actors node? Each array element is flooding me with the following log warnings:
    LogUObjectGlobals: Warning: Failed to find object 'Object None.None'
    Daniel Skipper Games - This issue has been resolved in a local build.

    Some new features like compression support for saved data is also planned; if possible an out-of-cycle feature update may be released for the plugin with these improvements.

    For those curious - the logging issue was solved by creating a custom UObject archiver (i.e. no longer inheriting from FNameAsStringProxyArchive) that handles Nones/nulls/ as a special case. It's the null objects (in this case, optional references for decal textures/etc) that were flooding the logs. All clean now
    Last edited by VSZ; 12-16-2017, 03:08 PM.

    Leave a comment:


  • replied
    Originally posted by Mock Up Games View Post
    Greetings,
    What an amazing plugin. Truly awesome. I was wondering,
    about to purchase this , just curious if you have any specials sales planned for the holidays... I know its not a fair question lol, but I have the worst luck of buying assets and then a week later they are on sale for cheaper.
    Thank you Yes! The plugin will be 50% off during the holiday sale; Very soon!

    Originally posted by Mock Up Games View Post
    I would be using it in a 4.17 engine built from source, since Croft up there seemed to have no issue copying over the plugin and compiling it.. I am hopeful it will work out fine for me as well.. though if you could add any documentation for adding to a source compiled engine that would be great too..
    Definitely. I use this plugin from source builds too, no special steps are required. You can either copy the plugin straight into your own project's Plugins folder or your source build's Engine\Plugins\ folder depending on your preferred workflow.

    For accessing the API from C++ remember to add the Module "DonMeshPainting" as a dependency in your Builds.cs file (PublicDependencyModuleNames) as usual.

    Originally posted by Mock Up Games View Post
    Thanks much! And truly amazing..
    If I was to make a request... It would be for you to make tutorial videos on methods for things like world build and such to minimize performance loss (non related to this plugin but you seem like a warlock)
    Thanks again

    Quite busy these days building "Drunk On Nectar"; will look for opportunities to weave something into the mix whenever I can

    Leave a comment:


  • replied
    Greetings,

    What an amazing plugin. Truly awesome. I was wondering,
    about to purchase this , just curious if you have any specials sales planned for the holidays... I know its not a fair question lol, but I have the worst luck of buying assets and then a week later they are on sale for cheaper.

    I would be using it in a 4.17 engine built from source, since Croft up there seemed to have no issue copying over the plugin and compiling it.. I am hopeful it will work out fine for me as well.. though if you could add any documentation for adding to a source compiled engine that would be great too..

    Thanks much! And truly amazing..
    If I was to make a request... It would be for you to make tutorial videos on methods for things like world build and such to minimize performance loss (non related to this plugin but you seem like a warlock)
    Last edited by 6gg Studios; 12-14-2017, 07:05 PM.

    Leave a comment:


  • replied
    Try the 4.18 Plugin Demo!

    Download the free 4.18 sample project and give the latest features a whirl!

    Effect templates, Erasure, Save Filters, Flushing paint are the new features. See this post for more about each of them.

    This is also a great chance to sample the various FX / Gameplay / Save-Load features that come with this plugin, so do check it out

    ~~~

    PS: Daniel Skipper Games - Haven't yet had a chance to look at suppressing the verbose save logs yet, will keep this thread posted on that.

    Leave a comment:

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