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❀ DoN's Dynamic Mesh Effects ❀

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  • replied
    Will this be a paid plugin or will it be free?
    Last edited by HeadClot; 05-14-2017, 02:52 PM.

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  • replied
    Oops, I edited my post without refreshing and you had indeed responded. I'm curious if you can give any pointers in regards to using this for portals. That's my main goal with making the purchase presently, though with other projects I'm sure that'll change.

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  • replied
    Originally posted by Archimodes View Post
    When this is on the market place (I'm assuming this week ish if it's already submitted?) I'm getting it. This is super cool! Great work!
    Thank you The submission process has only gotten underway, it's probably a bit early for ETA on public availability. I'll be sure to let you know though

    --

    For those who haven't seen the "100,000 decals at 60 FPS" video yet, this was made earlier today!

    Last edited by VSZ; 05-14-2017, 02:11 PM. Reason: Added 100,000 Decals Video :)

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  • replied
    When this is on the market place (I'm assuming this week ish if it's already submitted?) I'm getting it. This is super cool! Great work!

    I'm going to use it for portals in my current project, any pointers on getting that setup would be fantastic.
    Last edited by One Mode Only; 05-14-2017, 02:25 PM.

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  • replied
    Now create Fog-of-war and other effects with ease!

    This fog-of-war system was put together in just a few minutes for the plugin's sample project.

    A single texture is being shared across the whole world (XY) and painted on the fly. Done in a jiffy



    This is the material. Very simple: The alpha channel contains the unfogged areas which the bots "paint" as they move around.



    So the usecases go beyond just mesh painting or portal collisions

    Practically any world-space, local-space or mesh-UV-space effect can be rapidly executed with this system. It's been built to be versatile and cover as many usecases for your games as possible.

    Let me know if you have any questions!
    Attached Files
    Last edited by VSZ; 05-21-2017, 02:28 AM.

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  • replied
    UPDATE:- This price of this plugin has now been fixed at $75 and is releasing on the UE4 marketplace tomorrow! (28th July 2017)
    Last edited by VSZ; 07-27-2017, 05:34 PM.

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  • replied
    Originally posted by VSZ View Post
    Absolutely! You receive a decal mask along with the decal itself, so any Material Editor functionality can be instantly used. Make your decals metallic, add WPO, anything that your material supports.

    No decal actors are used here; it's all texture/material based so you can stamp an unlimited number of decals with the performance cost of a single texture sampler in your material. Much, much cheaper than decal actors.

    You can even use decals as an "alpha brush" and ignore the diffuse completely, which yields things like this:

    [image]

    In the image above the decal's alpha is use to punch holes through a wooden floor. Butterfly shaped portals, literally

    Sample material:

    [image]
    That's great! Any idea what you'll be charging for this?

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  • replied
    Originally posted by lunyBunny View Post
    I bumped into a thread started by [MENTION=13257]Maximum-Dev[/MENTION] about...

    https://forums.unrealengine.com/showthread.php?135367-Spline-Decals


    Then suddenly I also saw right after your DoN Mesh Paint with Paint Blob Collisions and saw one very cool possibility using your Mesh Paint feature
    Ah, now I see. It's possible to generate splines, but for your usecase the real challenge is in feeding that spline to Unreal's landscape, foliage tools, etc and making them use the spline data in the way you describe. That would be beyond the scope of this plugin I'm afraid. Still, I see great promise in generating splines from paint so I'll investigate that and maybe leave it to end-users to figure out how they want to use the spline. If this spline-generation feature is confirmed I'll post here about it.

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  • replied
    Originally posted by Wilkes View Post
    With painting decals on characters, is it possible to paint more than just the diffuse? If you wanted to do roughness, metallic, AO, etc. are there any limitations? Can you paint all those inputs at once?
    Absolutely! You receive a decal mask along with the decal itself, so any Material Editor functionality can be instantly used. Make your decals metallic, add WPO, anything that your material supports.

    No decal actors are used here; it's all texture/material based so you can stamp an unlimited number of decals with the performance cost of a single texture sampler in your material. Much, much cheaper than decal actors.

    You can even use decals as an "alpha brush" and ignore the diffuse completely, which yields things like this:

     
    Spoiler


    In the image above the decal's alpha is use to punch holes through a wooden floor. Butterfly shaped portals, literally

    Sample material:

    Click image for larger version

Name:	Decal Material Effects.jpg
Views:	1
Size:	202.8 KB
ID:	1127945
    Last edited by VSZ; 05-14-2017, 03:06 AM.

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  • replied
    With painting decals on characters, is it possible to paint more than just the diffuse? If you wanted to do roughness, metallic, AO, world position offset, etc. are there any limitations? Can you paint all those inputs at once?
    Last edited by Wilkes; 05-11-2017, 01:09 PM.

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  • replied
    Originally posted by VSZ View Post
    Hey Feeding spline components from paint strokes shouldn't be that hard, I'll take a look after primary functionality has been polished up for show time. Creative idea though!

    For In-Editor use on foliage/roads, I feel Unreal already has the tools needed, is there any specific usecase you have in mind? ...

    I bumped into a thread started by [MENTION=13257]Maximum-Dev[/MENTION] about...

    https://forums.unrealengine.com/showthread.php?135367-Spline-Decals


    Then suddenly I also saw right after your DoN Mesh Paint with Paint Blob Collisions and saw one very cool possibility using your Mesh Paint feature

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  • replied
    Here's a GIF of a portal made with paint-blob-collisions that works in multiplayer!

     
    Spoiler


    Here the Server (left-side) is creating a portal while the client player (right-side) is passing through it.

    Of course, this is not physical collision so it needs careful setup on your character, but it's not that hard to achieve.

    This example was put together entirely in blueprints.
    Last edited by VSZ; 05-20-2017, 03:51 PM.

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  • replied
    Originally posted by lunyBunny View Post
    Hi [MENTION=14603]VSZ[/MENTION]



    So weird when fabulously great and ingenious

    Do You could to think in implementing painting guides, using splines.
    Is it capable of interacting with landscape and foliage, for creating a road or a river for example, or is it specifically to be used at runtime?
    Hey Feeding spline components from paint strokes shouldn't be that hard, I'll take a look after primary functionality has been polished up for show time. Creative idea though!

    For In-Editor use on foliage/roads, I feel Unreal already has the tools needed, is there any specific usecase you have in mind? Of course, painting rivers that feed into spline components on-the-fly (instead of being rendered as a texture) is a lovely use-case, whether in-game, or in-editor. Right now the system is purely in-game/runtime though.

    Originally posted by tarr_bot View Post
    Oh wow, this could be great for a game with a focus on player customization.
    Yes! The ability to paint effects or decals or UMG text via user input can be used for all kinds of customizations.

    Also great for hit-impact effects on characters/meshes. Multiple paint layers are supported inside the material editor, so you can blend in several effects where each effect layer can be painted independently of the other.

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  • replied
    Oh wow, this could be great for a game with a focus on player customization.

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  • replied
    Hi [MENTION=14603]VSZ[/MENTION]



    So weird when fabulously great and ingenious

    Do You could to think in implementing painting guides, using splines.
    Is it capable of interacting with landscape and foliage, for creating a road or a river for example, or is it specifically to be used at runtime?

    Leave a comment:

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