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  • replied
    Thanks for the plugin. It works well.

    Are we able to turn off the logo.

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  • replied
    Originally posted by SumFX View Post

    Hi, it'll be submitted next week.
    SharpText is now 4.22 compatible.

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  • replied
    Originally posted by PabloNajurieta View Post
    Hi, any idea when the 4.22 version will be available?
    Hi, it'll be submitted next week.

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  • replied
    Hi, any idea when the 4.22 version will be available?

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  • replied
    Originally posted by Zaltrip View Post
    Hello I am trying to use the msdf font generator to generate a custom font. But it is giving me errors. I've currently tried with two different fonts but none of them worked. Would be great if you could take a look at that.
    Can you send me the font you are trying to upload? support@sumfx.net

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  • replied
    Hello I am trying to use the msdf font generator to generate a custom font. But it is giving me errors. I've currently tried with two different fonts but none of them worked. Would be great if you could take a look at that.

    Leave a comment:


  • replied
    Originally posted by Institute Games View Post
    What I am needing to know is if your plugin supplies something similar to the Text Render Actor's "Font Param" node for the material editor. This provides the opacity to drive the Masked Opacity channel. In the end your plugin is able to use the sharper signed distance field output and use it to drive the opacity. My use would require access to that node to drive my own shader ( the opacity being driven by your plugin ). Is this accessible for those who purchase your plugin, or have you not made a node like the shipping Font Param for the material editor?

    I see your plugin as a way to not have to implement the sharper signed distance field paper that came out a few years back, and worth the time savings to me.
    Currently, SharpText doesn't support custom materials. This feature was requested before and it's in development. If you have c++ knowledge, you can always modify the plugin yourself to add this feature though.

    Leave a comment:


  • replied
    What I am needing to know is if your plugin supplies something similar to the Text Render Actor's "Font Param" node for the material editor. This provides the opacity to drive the Masked Opacity channel. In the end your plugin is able to use the sharper signed distance field output and use it to drive the opacity. My use would require access to that node to drive my own shader ( the opacity being driven by your plugin ). Is this accessible for those who purchase your plugin, or have you not made a node like the shipping Font Param for the material editor?

    I see your plugin as a way to not have to implement the sharper signed distance field paper that came out a few years back, and worth the time savings to me.
    Last edited by Institute Games; 03-16-2019, 02:28 PM.

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  • replied
    Originally posted by Institute Games View Post
    SumFX, can you provide a screenshot of the material graph that your plugin ships with?
    Sorry, I can't do that. It's half of the product I'm selling. I hope you can understand that : )

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  • replied
    SumFX, can you provide a screenshot of the material graph that your plugin ships with?

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  • replied
    Any chance you could put up a screenshot of what your current shipping material graph looks like?
    Last edited by Institute Games; 03-01-2019, 04:22 AM.

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  • replied
    Originally posted by Institute Games View Post
    So, unlike the Text Render Actor which I can use a standard material ( set blend mode to masked and just set it to use Masked Opacity, and connect the Font Param into it ), I am unable to do so with Sharp Text? I didn't think it differed that greatly from UE4's Text Render Actor beyond the better SDF generation. The Text Render Actor gives me most what I want, but the SDF generation just doesn't retain enough sharpness. I need to be able to use the same material that I am using for other actors on my text, like I can with the base Text Render Actor when using Blend Masked mode.
    I'm working on a custom material support for a while and it will be published when it's ready but no ETA yet, unfortunately.

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  • replied
    So, unlike the Text Render Actor which I can use a standard material ( set blend mode to masked and just set it to use Masked Opacity, and connect the Font Param into it ), I am unable to do so with Sharp Text? I didn't think it differed that greatly from UE4's Text Render Actor beyond the better SDF generation. The Text Render Actor gives me most what I want, but the SDF generation just doesn't retain enough sharpness. I need to be able to use the same material that I am using for other actors on my text, like I can with the base Text Render Actor when using Blend Masked mode.
    Last edited by Institute Games; 03-01-2019, 01:58 AM.

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  • replied
    • Are UVs supported ( the built-in Text Render Actor supports UVs ), so I am able to use Lit Opacity Masked material with the Font Param, as well as my own UV textures on the final letters
      No custom material supported at the moment. Custom texture overlays in development and will be available with the upcoming update.

      Do I need to use the texture generator on your web page, or can I download the tools as I have a 14 Core CPU that I would like to iterate locally on?
      Yes. web based generator required.

      Do I have control on my world space font size, or do I only have the built-in scale for the resulting actor?
      Scaling factor is not 1:1 to Unreal Engine 4 and is specific to SharpText. So Size:18 Text Render Actor won't be the same size as Size:18 SharpText Render Actor.

      Can you define a max actor width so that the resulting text will word wrap to the next line?
      This also under development for a while now. No ETA yet.

      Does this work on Android / iOS?
      Didn't test on mobile but I got responses from users on successful mobile and VR builds. No guarantee here, sorry.

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  • replied
    I had a few presales questions:
    • Are UVs supported ( the built-in Text Render Actor supports UVs ), so I am able to use Lit Opacity Masked material with the Font Param, as well as my own UV textures on the final letters.
    • Do I need to use the texture generator on your web page, or can I download the tools as I have a 14 Core CPU that I would like to iterate locally on?
    • Do I have control on my world space font size, or do I only have the built-in scale for the resulting actor?
    • Can you define a max actor width so that the resulting text will word wrap to the next line?
    • Does this work on Android / iOS?

    Leave a comment:

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