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Ballistics impacts & other violent VFX/Particles

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  • replied
    Originally posted by tcla75 View Post
    Not sure if this is something you are planning to look into but with forward shading (which will be huge for VR) turned on the splatter effects for the mats don't render and you are left with the world grid material instead.
    Just realized I incorrectly replied to Steve about the decals. Sorry Steve and Tcla75

    Tcla75, decals answer is in my post above this.

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  • replied
    Originally posted by SteveBaker View Post
    All good Cubit Studios, I'm in the same boat - seems this is the high-latency communication thread :-) Appreciate the feedback, and really great you're keeping on top of this pack. I'll review with forward rendering, and will advise how it goes. Will ping you an email once I get a chance to review and have more concrete info.
    Hey Steve.

    This seems to be fixed by simply opening up the decal materials (at least for me). Head to the /decals/Splashers/ folder and open up the material in question. The decals then suddenly 'pop' back to normal.

    The main issue for me with forward rendering seems to lighting, or how the particles are being lit. The contrast is far too high compared to the normal deferred rendering - I'll try and see what's up!
    James

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  • replied
    All good Cubit Studios, I'm in the same boat - seems this is the high-latency communication thread :-) Appreciate the feedback, and really great you're keeping on top of this pack. I'll review with forward rendering, and will advise how it goes. Will ping you an email once I get a chance to review and have more concrete info.

    Leave a comment:


  • replied
    Originally posted by tcla75 View Post
    Not sure if this is something you are planning to look into but with forward shading (which will be huge for VR) turned on the splatter effects for the mats don't render and you are left with the world grid material instead.
    Ah ah, thanks. I hadn't tested forward yet, I'll have a look and fix anything I find.

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  • replied
    Originally posted by CubitStudios View Post
    As an aside, I've just tested everything in 4.14 and it all seems to be in order. I'll submit an updated project to the marketplace and gumroad this week however.
    Not sure if this is something you are planning to look into but with forward shading (which will be huge for VR) turned on the splatter effects for the mats don't render and you are left with the world grid material instead.

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  • replied
    As an aside, I've just tested everything in 4.14 and it all seems to be in order. I'll submit an updated project to the marketplace and gumroad this week however.

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  • replied
    Hey Steve,
    Apologies for the delay. For some reason I'm not getting notifications occasionally even for subscribed threads Give me a mail at info(AT)cubitstudios.com and lets see what I can do to help you.
    Dithered AA probably won't be a great alternative due to the visual artifacts but it's worth a try perhaps... Unfortunately overdraw is one of those things that is hard to entirely minimize with particles sheets, and of course VR makes everything worse.

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  • replied
    Great pack, really enjoying playing with it and working out where I can use it with some projects I'm working on. I've noticed using the pack really kills performance for my VR projects - in particular it looks like the heavy use of transparencies with the effects is a real performance hog (per https://docs.unrealengine.com/latest.../ContentSetup/ ) - any chance of having the pack use less intensive options like DitherTemporalAA? If you don't have access to any VR kit happy to test some things out or send through some performance details if it assists.
    Last edited by SteveBaker; 11-02-2016, 05:48 AM.

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  • replied
    Hey everyone, Just a quick heads up that the update is submitted and awaiting approval. Hopefully it'll be up next week on the UE4 Store. The gum road version has just been updated also to include some early examples of particle spawned sounds and material FX interactions...(I'll post up a better video soon)

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  • replied
    Ricochet, tracer, bricks and soil revamping:
    Last edited by CubitStudios; 09-17-2016, 01:28 PM.

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  • replied
    And some more shots of some of the revamped FX, Some still in progress:


    The updated FX also comes in one size that is then dynamically changed in response to projectile velocity etc. Overrides to force the FX to small/med/large is also available.
    I'll do a more full post on the new blueprints closer to release however.

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  • replied
    And a closer up look at the decals spawning from the particles: Here the debris and dust from the impacts accrues:

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  • replied
    Here's a brief preview of one of the improved FX. In this case, the ceramic tiles:

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  • replied
    Off the top of my head...
    Most of the effort has been towards a new set of blueprints for spawning all the FX (particles, sounds, decals etc) - They should make implementing the FX in other types of projects much easier.
    An Improvement pass to the existing FX... some minor, some major - including alternative FX emitters for some.
    New FX includes blood splatter decals, spawned by particle collisions, a new material impact (leather).

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  • replied
    [MENTION=35645]CubitStudios[/MENTION] What is going to be in the 1.2 update?

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