#virtual-reality

1 messages ยท Page 125 of 1

jaunty shell
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@plain glade as in controls or just geometry/materials ?

plain glade
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I want use them as AI. they will speak each other

jaunty shell
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there's no "rule" that is different for VR tbh

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you only have to be careful about performance a bit more than classic 2D rendering

plain glade
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I dont know exactly but if I use more realistic character with animation what will happen to my fps?

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I want keep 90 fps for my project

jaunty shell
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what kind of "realistic models" are we talking about ? High polys ? Complex materials ?

plain glade
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high poly

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s

jaunty shell
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high how ? got an example ?

jaunty shell
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hmm ~30k sounds alright

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how many AI displayed do you want to have at the same time ?

plain glade
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max 20 char

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character

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my project about exam simulation

jaunty shell
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that's a fine model btw

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well that should be alright

plain glade
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so you mean theres no limit? ๐Ÿ˜„

jaunty shell
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just be careful with your materials, VR doesn't like overdraw and transparency

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well UE4 can handles very complex models easily ยฏ_(ใƒ„)_/ยฏ

plain glade
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ok one more question ๐Ÿ˜„

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Is there any program or web site to create 3d character + animation + morph targer ๐Ÿ˜„ free or not free

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except mixamo

jaunty shell
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hmm Daz I think

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not sure about anim + morph target

plain glade
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these are created with mixamo

jaunty shell
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yeah Mixamo assets are alright

plain glade
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but not realistic

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๐Ÿ˜„

jaunty shell
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yeah

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well the free assets are quite basic

plain glade
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exactly

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ok ty for help . if you have more suggestion about character+ animation + morph ๐Ÿ˜„ pls let me know

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we havent 3d artist

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it means we should buy ๐Ÿ˜„

jaunty shell
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yeah and characters aren't cheap :p

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have a look at the animation assets on the UE4 market too

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maybe there's stuff adapted to your project

plain glade
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hope so ๐Ÿ˜„ ty again

mighty carbon
sly elk
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anyone else having issues with LODs in VR?

mighty carbon
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what kind of issues ?

sly elk
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If I stand right on the edge of a transition between lods I can get it to render broken shading:

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better image. Shows difference in slight headmovement. The broken shading is only in a very narrow distance range. In game it looks like a flash of broken shading: http://i.imgur.com/1pEESqG.jpg

mighty carbon
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odd... never noticed that. You might want to report it to Epic on AH

sly elk
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The error seems to be wherever a dynamic shadow is casting

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sucks to find someone with a similar bug and no resolution

mighty carbon
keen prawn
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@plain glade I use manuel bastoni lab, the free blender plugin

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not exactly industry standard tho ๐Ÿ˜›

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but retarget to UE skeleton is super easy

plain glade
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in our project we havent any 3d artist ๐Ÿ˜„

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I want to know can I do everything with it? I mean Is it include character + animation + morphtarget ๐Ÿ˜„ and realistic quality

keen prawn
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it wont make a paragon sparrow with 2 clicks...

plain glade
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not wit 2 click ๐Ÿ˜„

keen prawn
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it might not be the best char creator out there but its free, gets updated a lot, and its inside blender so it can do some stuff no other generator can do

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it doesnt do anims tho

glossy agate
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You can put your mixamo/fuze chars into other software after you gets the basics to improve them.

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Realism will have a lot to do with in engine materials too

keen prawn
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it doesnt do clothes and it doesnt do hair yet

mighty carbon
boreal walrus
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And here I am, never having used VR

mighty carbon
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has anyone tried using web browser widget in VR to watch Netflix or HBO Now ?

fair hearth
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I got it to play youtube videos, haven't tried netflix or hbo

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those require log ins so it might be tricky to get keyboard input

granite jacinth
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What middleware (other than Kinema) is viable for UE4 VR implementations? Anyone using any? If you can link me to them, even better. trying to compile something. thanks

mighty carbon
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@fair hearth I see.. I wonder if @tired tree 's VR keyboard would work for those

fair hearth
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widgets are weird, 3d widgets don't inherit from the player controller so it's hard / not possible to get input into them @mighty carbon

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It's actually super frustrating, it's impossible (aside from creating a reference at begin play by getting all widgets of a class and setting a reference from that) to reference a 3d widget, I have to run all my code through casting to the game instance to communicate between the rest of my project and a 3d widget

glossy agate
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@granite jacinth I have been looking at BIK which is just a plugin.

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Has a thread on the forum

granite jacinth
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Okay, so Marketplace assets

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Anythign else though? Outside the MP

glossy agate
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Not that I know of. Think you have to get BIK right from the dev, but indie pricing is good, and no middleware from what I know about it. Haven't found any free stuff though, been looking for a bit.

junior grove
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Not exactly dev related, but hot damn GORN is good

native cedar
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halp guyz

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halp me plz

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moving the pawn every frame on Vive and motion controller tracking gets weird

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everything gets weird after 1k units per second

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I guess I am either stuck with that or I'll have to move the world around the player instead

tired tree
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its the late updates

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turn them off during fast movements

jaunty shell
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@native cedar as @tired tree said, go in your motion controller component properties, and check "Disable Low Latency Update"

native cedar
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whaaat

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thanx guyzzzz

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what's the advantage of having low latency updates then?

wicked oak
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@native cedar low latency bruh

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they update right before they get rendered, so they are a lot more responsive

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instead of going like movement -> tick -> set position -> render

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they go movement->render

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its so nice that even Farpoint (PSVR) implements it

native cedar
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so for accurate stuff I would still need a workaround

wicked oak
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and they went out of their way, becouse they use fullbody IK

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so they have the hands separated from the body, using low latency

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and the body follows

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of course, it desyncs, as the arms follow the hands

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but as its a spacesuit, there is space for it XD

tired tree
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yeah i'm still not entirely sure where the late updates break down at high velocity

real needle
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Heya everyone, newbie question here.
I have the gear vr with controller and when I pressed the controller trigger I noticed that the player shoots as well as jumps (I used the first person template).
Is there any way I can move the jump action to the touchpad click-event-like-thingy?

mighty carbon
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@real needle just remap actions - shoot on trigger and jump on maybe touchpad click

real needle
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@mighty carbon via Engine - input right?

mighty carbon
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that and then see where you use that input in your BP code

magic ferry
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Anybody know of a good tutorial for creating a controllable turret/mounted gun blueprint that's VR capable?

mighty carbon
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I am getting it after work! ๐Ÿ˜„

glossy agate
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Let us know how it is. The SP looks super dope. May have to revive it.

mighty carbon
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reviews are extremely positive

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comfort rating is "moderate", so I might have to get some meds against nausea ๐Ÿ˜ฆ

glossy agate
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Gingerale and weed haha

mighty carbon
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before or after getting sick?

glossy agate
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before probably.

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Havnt tried gingerale myself, but I havn't really gotten sick

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I don't really smoke weed, but I grabbed some when I got the headset for science purposes

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Kind of an immersion breaker personally. All I could focus on was the screen door effect

mighty carbon
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well, no legal weed in TX, so I'll pass on that

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Gingerale is legal though ๐Ÿ˜‰

glossy agate
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Yeah, they also got those sea sickness pills I think some people have tried. Don't know the name though.

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Im in Northern CA, so for weed you just call literally anyone and you can find it haha

mighty carbon
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hah

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"Dramamine"

glossy agate
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Yeah, thats the one

mighty carbon
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I wonder if it's literally the same thing

glossy agate
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Shit, why didn't I think of that! Could have made dozens of dollars selling rebranded dramamine haha. Really cool if it works good. Help people get VR legs faster.

wicked oak
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its fake for sure

glossy agate
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Looked at the ingredients. Its just ginger. Same effect as Ginger ale probably

mighty carbon
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I'll start with Ginger and sea-band wrist band and then take it from there.. Kinda sucks to use actual meds to play games o.O

glossy agate
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Yeah, if ginger actually works, that would be really cool. Let me know how it goes

polar field
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anyone had the issue with vive controllers where both triggers activate the same event?

glossy agate
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Check your input settings. Are both triggers mapped to the same event?

polar field
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no

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one sec

glossy agate
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hmmm. So both triggers are activating "Fire Right" or something?

polar field
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ok i see the issue. for some reason, both controllers are being set to right

analog topaz
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guys, if a client asks for the uproject ( it is a big fat project with lots of models and stuff) in VR how should i react to that?

tired tree
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get paid first?

wicked oak
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split it in tasks, get paid on each

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like if you need 10 models and its 1000 dollars, then divide it on 10 payments of 100, one per model

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that might be a bit too overkill, but you need to get paid asap

analog topaz
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yeh it is by upwork and he is paying per hour,
but i was wondering if it is ok to share the project files , was wondering if others do that

granite jacinth
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So

analog topaz
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the unreal project files

granite jacinth
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I am doing something in upwork myself

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And I have milestones

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Also a git repo

analog topaz
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yes do u end up sending him the project files after u are done ?

granite jacinth
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Once the client has received my milestone update, they playtest it

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Once I receive payment for that milestone

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I start on the next

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And update repo

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repeat and rinse

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I just told you how I do it usually ๐Ÿ˜‰

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If it's on git...it's the project

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They don't get the whole project until the end

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It's their project, they are paying for it

analog topaz
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cool so it's okay to send the project files when am done

granite jacinth
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Unless you have some strange contract

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Just make sure there's a contract

tired tree
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if he is paying by the hour then yeah, he should get the files

analog topaz
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that's how i was doing it till i met my programmear friend who told me that he doesnt' share his project

granite jacinth
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And you know what you're actually working for

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Well, he's silly...

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But this isn't just limited to Upwork

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I have other clients outside of it, I do the same thing pretty much

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Milestones are good for various reasons

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not really VR ๐Ÿ˜‰

analog topaz
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cool thanks for the info and sorry about the wrong channel ๐Ÿ˜„

mighty carbon
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ebon scaffold
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Anyone know if there are any marketplace items that have replication for VR avatars / motion controllers / etc?

glossy agate
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VR expansion plugin @ebon scaffold its free

sharp swan
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this is perfect for my VR fart simulator

mighty carbon
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so, I haven't tried Lone Echo yet, "thanks" to f#king FMOD

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I really can't wait for full audio integration where it works and performs well in mobile VR, so I can ditch all 3-rd party audio plugins

mighty carbon
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does anyone know if 4.17 will bring anything new for mobile VR ?

jaunty shell
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@mighty carbon so far

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Stereo layers have been unified across all platforms, allowing developers to use them agnostically across any platform without worrying about functional differences between platforms.

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(Experimental) Google Tango AR platform support is now available as a plugin.

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that's the only Mobile VR stuff I see in the changelog

mighty carbon
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I see.. So nothing really for Gear VR. I guess I'll just stick with 4.16 for Gear VR for now.

polar field
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can you not use umg in vr the same way you do outside vr?

mighty carbon
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code wise you can, but in non-VR you render it (or rather engine does) on 2D screen. In VR you need to either use 3D widget or use stereo layer and render UMG to the stereo layer @polar field

wicked oak
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no

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i dont like on-rails games at all

mighty carbon
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Platform exclusivity is a divisive issue in VR; on one hand, big financial backing helps create awesome games like Lone Echo [9/10]โ€”on the other hand, if you chose the โ€˜wrongโ€™ headset, youโ€™re boxed out of what might otherwise become one of your favorite games. Thanks to ReVive,ย a free hack which allows Vive users to play โ€ฆ

sly elk
mighty carbon
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photogrammetry or hand-made ? (either way it's cool)

sly elk
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photogrammetry

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I want to make some from scratch but being a 1 person team I can't turn down the production speed here

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I spent 20 minutes on the photos at the end of my workday yesterday and let it process during dinner. This morning I debranded them and did the low. I'm 5 hours into my day and have baked low done

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I'll have them rigged in unreal tomorrow so probably less than 2 production days total.. If I had done this from scratch I would have spent at least a week on just the high poly model. Probably longer because I'm a perfectionist.

wicked oak
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they look great

sly elk
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thanks. I'm getting within reach of having a prototype trailer for my game and not using default hands seems like an important part of selling people on a project ๐Ÿ˜ƒ

glossy agate
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Yeah those look really good man!

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I need to try this with my hands, but I need a decent camera, not an i phone haha

sly elk
glossy agate
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Nice Ill check it out. Def the the way to go when making real life objects. Faster and more accurate than hand made.

sly elk
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there are pros and cons. Depends on the objects you are making. I still hand model a lot of stuff

glossy agate
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Yeah, I used to do a lot of char modeling, but it would be nice to get a scanned high poly head I can stylize, instead of painstakingly modeling pores and wrinkles

sly elk
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If you are familiar with any life casting that is a good supporting skill. Otherwise you need a multi camera rig to scan people. I have a silicone hand casting inside that glove. I can scan the hand itself later or swap different gloves on it. All with the same base pose

sly elk
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And materials: http://i.imgur.com/oIghRuh.jpg I am thinking I will try some forced fresnel albedo change for extra fuzziness. Like ~5% brighter albedo on the edges. Or maybe something like hair cards.

polar field
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@mighty carbon you know of any guides? i've been searching and i'm not really finding anything useful for bp

urban iron
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hi guys, anyone here have any idea of how to preview VR in fullscreen, ue4 4.15? I've been struggling to find a solution the last 2 days

urban iron
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@polar field cheers man, i've followed the vast majority of those steps, still no luck. I can't figure out how to 'build' the solution once you've made the changes. It doesn't do anything for me.

polar field
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building it doesn't do anything?

granite jacinth
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You wierdos

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Just DL the plugin

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Should be pinned

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Unless there's a new feature in 4.17 that I don't know about.

polar field
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the god

granite jacinth
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@urban iron

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4.15/4.16 plugins are pinned

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Fullscreens ez mode

urban iron
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im sorry man what do you mean, what plugin?

granite jacinth
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Hmm 4.14/4.15

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I will get 4.16

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?

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@urban ironyou said you wanted...fullscreen...in VR...

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I gave you the current solution

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Pinned msg.

urban iron
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sorry yep just saw that now...will test the v4.15

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do i just replace the files?

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@granite jacinth it didnt work ๐Ÿ˜ฆ

granite jacinth
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?

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Do it better

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@urban iron

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Step one. Did you properly installed it

urban iron
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copied and replaced the files in the plugin steamvr directory

granite jacinth
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What...

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Have you not used a plugin before?

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If not, sure you can Google that. But basically

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/plugins

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Drop the folder in there

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GGWP

urban iron
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ok...let's give that a go...apologies no, only ever installed substance plugin long time ago...never used it either.

granite jacinth
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What

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This isn't a substance plugin?

urban iron
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no, im saying thats the only plugin i've ever used.

granite jacinth
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Oh nvm

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Read it wrong my bad.

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This is different

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You have to do it manually

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Wherever your uprokect is

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Make new folder call it

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Plugins

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Drop unzipped folder in there. Ggwp

urban iron
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ok done, copied directory into new folder, within my project, named plugins

granite jacinth
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K

urban iron
granite jacinth
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Open her uo

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Well

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You fucked you earlier

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When you deleted some shit lol

urban iron
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fml

granite jacinth
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So that's all on you

urban iron
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ffs gna have to give the engine a reinstall then i guess

granite jacinth
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Engine?

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What...

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Did you delete engine files?

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Why

urban iron
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no, i replaced the files with the ones from the steamvr folder in the main epicgames directory

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before you told me the right way to do it...i jumped the gun...so maybe that's what is causing this issue?

granite jacinth
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Aye, but those are under Engine/

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Well, if you deleted anything under EpicGame/engineversion

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Yes, reinstall

urban iron
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yes, it replaced the files etc.

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ok...im gonna do this now. I pray you've fixed this solution...im about ready to slit my wrists

granite jacinth
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Suicide is no laughing matter

urban iron
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bad taste. my bad.

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hopefully only takes 20mins or so to reinstall

urban iron
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@granite jacinth same issue.

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i get that first screenshot, followed by

granite jacinth
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@urban iron um

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You did something wrong

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Your install is not right

urban iron
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what could it possibly be?

granite jacinth
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No clue. Try to verify files

urban iron
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just reinstalled a fresh version of 4.15.3

granite jacinth
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This is launcher?

urban iron
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so project launches fine now that i've deleted the 'plugins' folder i created in the project directory

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i'll try again..so if im correct

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create 'Plugins' folder within the root directory of my project. Extract the zip file into this folder. and launch the project?

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yep, same issue again. damn man....can't explain how pivotal this is...wasted 2 days trying to figure this out. it is literally...unreal.

urban iron
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mine looks like...

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downloading 4.14 to test the other upload of the plugin you posted. not sure if my project will open on a lesser version though.

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@granite jacinth

granite jacinth
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Well

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I might have renamed the folder

urban iron
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i shall try and rename it back to your screenshot? SteamVRFullscreen?

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nope...damn. thanks for your help anyway

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would be awesome if anyone else can try the said plugin to see if they are experiencing the same issue with an existing project.

granite jacinth
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Works for me

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So...

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Issue is on end user at this time.

pearl tangle
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@urban iron I have been using that plugin on a project with 4.15 for the past month or so, didn't have any issues with it

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we were running a different 4.15 version than it was built with so just dropped it in the project /Plugins folder, rebuilt it and then moved it back to the engine directory and removed the old 1

mighty carbon
urban iron
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@pearl tangle would it be possible to give me a step by step of what you did? Im uncertain of the locations, particularly when you say you rebuilt it and dropped it back into the engine directory. Im seriously a UE noob. People keep saying to rebuild ue4 but I imagine that's different from what I'm doing which I guess is building the level again. I have 0 experience with VB etc so not sure how to setup the source code correctly...followed instructions etc.

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clearly im doing something really stupid here.

pearl tangle
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you just create a /Plugins folder in your project and put it in there and you will get a popup saying yhou need to rebuild

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maybe convert it to a code project if that doesn't work and recompile in visual studio

urban iron
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so those last steps i dont understand at all...convert to code project? recompile in VS?

i created the plugins directory etc but I keep getting the error messages, shown in the screenshots a few replies up. Keeps telling me something is missing with the plugin, i can ignore that error and continue but then it pops up saying something about 'windowsmediaplayer' and then the app doesn't launch

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my background is artist, so i really do apologize. im in neck deep of poo

granite jacinth
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PM me your project

mighty carbon
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how hard is it to make a bow and arrow weapon in BP ?

glossy agate
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Not hard. Check the asset sharing thread on the ue4 forum and you can get a base

wintry escarp
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rift or gear?

glossy agate
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You have to run in place to sprint so its more realistic making it hard to aim while going fast. Still needs a ton of work, but it took like a week to get this far.

wintry escarp
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I feel quite ill after playing echo arena

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most judder ive seen in a game so far

wicked oak
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@glossy agate attach the muzzle FX to the gun

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to a socket

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you are doing a "spawn effect at location"

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that means that if you move it gets offset

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if you change it to spawn effect attached, and make sure its attached to the gun, the muzzle FX will follow the gun well

glossy agate
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Yeah, switching that, and some sound setups. That was a hold over from the gun toolkit haha.

wicked oak
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you are lucky as fuck

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the H3 guy has a video explaining how his super advanced VR guns work

glossy agate
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Oh sweet

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I'm still having trouble with my slide not animating or locking when ammo runs out. Gotta figure it out.

wicked oak
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im watching it and he is going so overkill is spectacular

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holy shit

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it is REAAAAAAAAAAALLY overkill

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but i guess its good for his game as it is a simulator

glossy agate
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Yeah haha. Bullet trigger even. Mine just calls to the mag and asks if a bullet is available. Set up an extra trace channel just for the mag and future attachments.

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And mine uses sockets for front and back grip on a static mesh.

wicked oak
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the way he talks about the code becoming a mess due to yoloing it

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reminds me of DWVR a lot

glossy agate
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Haha, probably true for anything I ever tried to program. I still have piles of dead BP I gotta get rid of still in the actors so far from experiments.

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Luckily I started with the expansion plugin and just had to convert the gun toolkit, but that kit had a lot of wacky shit in it that had to/has to be redone, that's why it took as long as it did.

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Like it had tick in the player character pushing through to the gun on a lot of features, which was a pain in the ass to redo.

wintry escarp
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so you hold his rifle with 2 hands?

glossy agate
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Yeah you can have 2 handed grip. Less kick with 2 hands holding. Still finishing that part

wintry escarp
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you use bp or c++?

glossy agate
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BP with the expansion plugin written in c++

gilded gale
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@glossy agate just joined the channel, watched you vid and it looks pretty cool :)
you working on an actual game which you intend to publish or just for playing around with vr?

glossy agate
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I'm publishing a game. Only a couple weeks in so far. This will be my second game. Actual budget and other people working on this one.

gilded gale
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awesome! whats the first one called? (it's on steam I guess?)

wintry escarp
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if its a simulator will you be doing your own physics?

glossy agate
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Trance vr was the first one. $30 and time spent on it so it's pretty basic.

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@wintry escarp don't know yet. Not a simulator though. Multiplayer tactical game. Kinda like last of us multiplayer.

wintry escarp
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never seen that, hear its good

glossy agate
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One of my favorites for sure. I'm just trying to make stuff I like to play, and hopefully get other people to play with me haha

gilded gale
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nice, haven't played it, is it coop or pvp?

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watched gameplay vid, looks like its pvp ๐Ÿ˜ƒ

wintry escarp
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lets see if showdownVR works on my gpu

gilded gale
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That is awesome. I'm working on a multiplayer project as well.
me and my parter are indie devs, released our first VR title on steam just a short while ago as a hobby / learning experiment.
Switching now to working full time job on a VR multiplayer title as well.
(our first title: http://store.steampowered.com/app/571860/Galactic_Core_The_Lost_Fleet/)

Galactic Core - The Lost FleetExperience a fast-paced VR Shooter that challenges your ability to engage and react under increasing levels of intensity as you blast your way in the fight for survival. Featuring a leveling based progression system ...

Price

$9.99

โ–ถ Play video
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Thinking of switching to mordental's vr expansion plugin.
How's that been working out for you so far?

wintry escarp
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what does this plugin do for vr?

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see nothing on marketplace

tired tree
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I don't have it up on the marketplace because #1, its free, #2, I update it daily some times and #3, it has some barrier to entry that I don't want to deal with for people just downloading it willy nilly

glossy agate
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It's really really cool though.

wintry escarp
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i will try floundering around with it tomorrow on my rift

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gnight all

spiral zephyr
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anyone tried making noodle-arms? Using two cable-components, each cable attached to a hand(wrist) and(i guess) a spot about 40cm below vr camera position.

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Trying to do it in motioncontroller bp from template, spawning cables once on first tick(so im not getting transform references before things are spawned in level), but cables are weird in vr, and im having trouble setting(or updating?) end location. Should i be in level bp or something?

wintry escarp
#

any tips or tricks to stopping the rift steaming up?

sturdy coral
#

fill the nose gap with something and it will stop

#

also leave it plugged in all the time and it is supposed to keep itself warm to prevent it

spiral zephyr
#

yep temperature changes and moisture.. dont ever breathe "up", or cover your mouth etc, it will blast into headset

wintry escarp
#

it is always plugged in, too much hassle to get behind pc

spiral zephyr
#

ps my noodle-arms bp.. as of now, one end of cablenoodle is attached to hand, but other end of cable extends into somewhere around the direction of VR origin(center playspace), instaed of moving with "body"(camera)

#

yea my vive is always warm, got steamvr running most of each day

#

my lighthouses turn on/off really smartly, i wouldnt have it on always if they werent good on the standby. I know some people dont have the bluetooth comm with them good enough for good, quick standby/wakeup.

sturdy coral
#

@wintry escarp if your PC sleeps it might not warm it, I'm not sure. In the winter time I've had more fog with rift than Vive even though the rift warms itself, I think it is just because of the nose gap

wintry escarp
#

I wonder why the nose gap is so huge, they should have filled it a bit with soft material

mighty carbon
#

Lol @wintry escarp , you complain about everything

wintry escarp
#

I cant see

#

i tried a sock but its uncomfortable having a sock hanging from your rift

#

its only 19c here, hot places must be worse

#

echo arena is good

#

i guess its more the humidity, not the heat

#

what are you working on with rift?

#

you ever get judder, remove headset and put it back on and its gone?

#

i suspect that's my fault for having a poor gpu, but i need to fix the fogging

wintry escarp
#

curses wearing glasses

wintry escarp
#

could be worse, i could be short sighted without glasses ๐Ÿ˜ฎ

wintry escarp
#

still made the right call, it was rift with ยฃ200 off....or 1070 with ยฃ100 added because of miners

wintry escarp
#

crawls around the floor, too much echo arena

wintry escarp
#

one more go, maybe I can myself puke

wintry escarp
#

my left thumb doesn't register up/down, could that be a usb issue?

fair hearth
#

have you tried updating the firmware on your thumb?

mighty carbon
#

@wintry escarp get replacement prescription lenses for Rift. This way you wouldn't have to wear glasses

jaunty shell
#

To use Google Earth VR to capture panoramas for an Archviz Project feels weird/great ๐Ÿ˜„

pearl tangle
#

didn't even know you could do panoramas out of there. Has it got ansel in it or something? @jaunty shell

jaunty shell
#

nah, I'm using screenshots to merge a rickety pano ๐Ÿ˜„

#

ansel would be awesome though

#

and it would make the process of taking vantage views for archviz, much, much faster and easier

#

@pearl tangle Right I just asked them on twitter if they feel like it, we'll see how it goes ๐Ÿค”

pearl tangle
#

i know a bunch of guys in the google team working on that and tango actually, I will shoot them an email might help . annoyingly though Google earth VR in singapore doesn't have any of the 3D buildings for it. working with the government to get that sorted out though

jaunty shell
#

yeah there's still quite a few locations without 3D, even the pyramids are flat !

pearl tangle
#

hah interesting.

#

I suppose since you can take a screenshot in VR with steam you could put your headset on a motorized tripod and move it at a set degrees per turn then press the button?

granite jacinth
#

Look good enough tbh

jaunty shell
#

tis very rough on the edges, but that'll do for now

#

the motorized tripod could be a nice hack yeah

pearl tangle
#

yeah it would be doable for sure. Not ideal definitely, but doable. Ansel in it would be a big help. I am sure you can export a pano from google earth directly though anyways rather than google earth vr

jaunty shell
#

@pearl tangle there's no doc about it :/

#

there's a few google street view exporters

#

but that's all

#

Even better would be a mesh extractor for G Earth ๐Ÿค”

#

I've seen a few hacks like this, but it seems waaay too convoluted to give it a go

#

this sounds like an interesting alternative

#

basically photogrammetry within photogrammetry ? :v

jaunty shell
#

is it me or in every MR headsets demoed so far the mirror looks laggy af ?

pearl tangle
#

@jaunty shell I have done some stuff with it before, it's definitely quite hacky and goes against their TOS with it, but does let you do some cool stuff. Bing maps actually lets you export out the 3d data

jaunty shell
#

might have a go at bing maps then, thanks for the heads up !

pearl tangle
#

have you tried the open street maps importer as well? Shame it doesn't handle the 3D stuff or topology but it's a good start

distant stratus
#

Hello guys, did someone have a problem with oculus in packaged games after updating to 4.15/4.16?

#

my game works perfeclty in vrpreview, but the camera won't move in packaged games

#

it works also fine with htc vive

jaunty shell
#

@pearl tangle OSM data is a bit lacking in terms of visuals sadly (but our teams use it a lot for topology and cadastral information in revit)

pearl tangle
#

oh i meant the UE4 importer

jaunty shell
#

ah yeah, its too rough on the edges :p

#

had a go a few months ago, was fun but not convincing for project use

#

Twinmotion 2018 got a much better one implemented in their software

pearl tangle
#

i remember back in the UDK days using city gen or something that was good fun

jaunty shell
#

you can modify them after import too

#

each building is a separated entity

#

the crowd/npc generation tools looks quite complete too

pearl tangle
#

wow that is insanely impressive if it works as well as it looks in the video

jaunty shell
#

they made a webinar last week, and it worked as showed in the trailers

pearl tangle
#

thats pretty much what I want in UE4 so that I can do the extra stuff as well with the interactions and whatnot

#

realtime sync with revit is quite interesting. I remember running a lot of revit renders over an entire week back in my architecture days

jaunty shell
#

yeah it syncs with revit/autocad and sketchup

#

the autocad project they showed was impressive

pearl tangle
#

back when I was doing autocad there was no 3D...hah

jaunty shell
#

:p

#

our company moved to Revit, but a lot of architects still use autocad

#

we have to model every bit from 2D plans, but in 3D

#

I'm also quite curious about the 70% workflow time cut mentioned by kenpimentel on the Nile thread

pearl tangle
#

yeah thats why revit hooked in with all the manufacturers stuff to save time. that was really handy

jaunty shell
#

Welp, conversion of our projects to our UE4.16 VRWorks branch is successful, and was actually a lot less painful than I thought !

#

need to benchmark it now, see if there's any performance improvements

jaunty shell
#

eh, can't build, editor is giving me errors

#

the f is "BouncyCastle.crypto" ? O_o

silk lodge
#

I'm using TXAA because it's so smooth

#

and when you do multires rendering + high screen percentage it looks really nice and renders in time

mighty carbon
#

@silk lodge do you keep 1050Ti / 1060 users in mind doing so or only 1070/1080 users? ๐Ÿ˜ƒ

silk lodge
#

I saw a 14ms to 8ms improvement when I turned on the cheapest multires setting

#

It will no doubt help with 1050/60s but you're not going to be pushing as many pixels

mighty carbon
#

I see

#

btw

silk lodge
#

exciting to hear about that!

#

we should call it ML for machine learning, not AI

alpine torrent
#

Apple idiots call it ML

#

as what Microsoft have done with Bing they made silicon what powers AI

mighty carbon
#

has anyone tried any grass assets from Marketplace or Speedtree in VR ?

silk lodge
#

the $99 grass that was $10 on sale?

alpine torrent
#

ML is first step but deeplearning is more AI

silk lodge
#

99% of 4K tvs aren't 4K

#

I'm sure AI will be the marketing term no matter what

alpine torrent
#

Tensorflow in android it's more than ML

glossy agate
#

@mighty carbon I have. Some look good, others look super jagged.

mighty carbon
#

which ones look good and perform well ?

#

@silk lodge Speedtree? or something else ?

silk lodge
#

there was a grass / fur asset

glossy agate
#

The grass in that tropical island kit looks good. The grass in the post appoc city looks bad (from the vids I have posted). Kite demo looks decent, but you will want to simplify the material some, cause its heavy. Seemed to get better performance when I used the grass tool vs foliage painting.

wicked oak
#

that AI chip is just a dedicated matrix multiplier unit

#

they use it to accelerate neural networks, the ones that are super useful for image recognition

glossy agate
#

@silk lodge Have you tried that kit in VR? It looks like a great deal, may pick it up anyway

silk lodge
#

I have not tried it in VR, I think there is a game where you guide a toy bear through lasers

alpine torrent
#

easy to connect to cloud and make it more powerful

mighty carbon
#

what's grass tool? o.O

#

@glossy agate ^^

glossy agate
#

You can paint right on the ladscape as a material function

#

while painting a specific landscape layer

mighty carbon
#

what if I don't use landscape and use static mesh terrain instead ?

glossy agate
#

I have only used it for grass. For other foliage I have tried foliage painting, and the procedural generation. Both are good for me anyway, but for far away procedural is probably easier if the player wont get close

silk lodge
#

you can paint on static meshes

glossy agate
#

I havnt tried it on reg static meshes with grass tool. Foliage painter works on everything though

silk lodge
#

there's a grass tool?

glossy agate
mighty carbon
glossy agate
#

You trying to do it on mobile, or PC?

#

@mighty carbon for a quick test you could try out the infinity blade grasslands pack to see how it runs on your comp

dusky moon
#

Guys, I'm gonna add gaze based interactions to some parts of my experience. but I found it a bit hard for users to point directly to the desired objects ... Does it look weird if I add a kind of lazer pointer that emits from User's Neck for example ?!

mighty carbon
#

@glossy agate mobile assets for desktop VR ๐Ÿ˜ƒ

wicked oak
#

@mighty carbon they dont lol

#

vegetation in VR is stupid expensive

#

becouse it is transparent, and has tons of overdraw

mighty carbon
#

even mobile assets?

wicked oak
#

overdraw + super high resolutions = death

#

even mobile assets

mighty carbon
#

what if there is no or minimal transparency ?

wicked oak
#

that for typical transparent grass

#

then its better

#

best case is if there is no transparency

#

and its masked

#

Masked is much more performant than transparent as it doesnt need to blend, and it gets depth tested/culled

#

masked is basically opaque but with a alpha to cut that pixel

mighty carbon
#

well, I assumed all foliage is masked

#

that's how it was done in older engines (or recommended to be done)

wicked oak
#

its not

#

that foliage is transparent

mighty carbon
#

lol, odd

wicked oak
#

masked foliage looks a lot worse

#

unless you are going for a specific style

mighty carbon
#

why would it look worse? due to aliasing ?

#
glossy agate
#

Ill check later today to see what the grass packs I have Tested are using. Both are made by the same company but one looks way better than the other. I can specifically test performance on each to see what the difference ends up being.

sturdy coral
#

@mighty carbon translucent foliage has ~256 levels of translucency, masked only has around whatever your msaa level is, or whatever your temporal AA can achieve

#

it also mipmaps a lot better

mighty carbon
#

@sturdy coral from what I recall, masked with MSAA x4 looks pretty good, considering resolution of VR screens

sturdy coral
#

yeah it looks pretty good, just not as good

mighty carbon
#

(looked good in 1080p in non-VR that is)

#

it's safe to say most people won't complain

#

hell, I only recently started playing games with AA in general ๐Ÿ˜ƒ

#

and I use lowest AA settings as I'd rather get more fps than smoother AA

sturdy coral
#

oh weird, link rot

mighty carbon
#

can't open :/

#

what is it ?

mighty carbon
#

mips having issues with masked materials ?

sturdy coral
#

@mighty carbon yeah, something like a strand of grass may never pass the masked alpha threshold at low-res mip levels, but with alpha it will correctly still have some effect on the scene through like 8 mip levels even if it only took up a single column of pixels at the high res mip

mighty carbon
#

@sturdy coral gotcha

mighty carbon
quaint loom
#

hmm, dropping a VR camera/etc into ShooterGame project looks neat. Can see a few interesting texture effects which I assume were meant to save CPU cycles. Much more noticeable though

marble trail
#

Hrm

daring igloo
#

Hi VR devs, I am an (intermediate) professional VR developer and I have recently created my portfolio website. I'd be very grateful if you could have a look at it and tell me how I'm going?
Please

pearl tangle
#

@daring igloo the hat game looks interesting. How did you go about doing the crowds in there?

daring igloo
#

@pearl tangle thank you. I had actually grabbed crowd animations from mixamo and then I just spread the audience as long as the camera view goes and then played random (crowd) animations on them

#

How is the cinematic?

pearl tangle
#

oh right so they are full 3D models animating then. must have been relatively performance intensive to do that?

#

on that 1 you may want to re render it with sequencer or something to get rid of the "activate windows" thats sitting over the top of it

daring igloo
#

Oh yeah it was just a disaster in terms of performance but the client said he will arrange the best computer but he needs the audience to look 3D ๐Ÿ˜„

#

hahaha

#

And I was talking about the Ford cinematic. The one you're talking about is just recording of Hats Shuffle game and its alright to have that activate windows watermarks on it ๐Ÿ˜›

odd garnet
#

If anyone is in Austin on Wednesday we're gonna be debuting our next VR title

daring igloo
#

Wow!

#

Congratulations @odd garnet

pearl tangle
#

@odd garnet Whats the new 1?

#

@daring igloo the ford 1 was a bit of a miss for me. Very over exagerated on the lens flares and a lot of the typical showoff shots but not quite the level of detail in there to pull it off. You should try adding on something like neofur for the grass, fill the stadium up, add a few other details in there. It feels a little bit out of place to have a car sitting in the middle of a football field as well. You should try upping the reflection capture resolution too, that will get you much nicer looking reflections on the car

daring igloo
#

@pearl tangle you are absolutely right! I see all those problems in that but actually we had only 3 days to create it and I am also kind of new to Unreal and I am a developer. I am not satisfied with the results but I treid everything I could to make it look so good. I would be very thankful if you could write me a short list of technical + general suggestions for it, I will show them to my designer as well.

pearl tangle
#

yeah not bad for 3 days. Thats my list there for it mate, few bits and pieces to tidy up and should come out looking good

daring igloo
#

Do you think the lighting looks proper?

#

Also is it necessary to use baked lighting in such projects?

#

We had no model lightmapped in that so we couldn't use any baked lights

junior grove
#

Anyone know why my some of my instanced static meshes only renders on one eye?

#

Using forward renderer and HTC Vive

daring igloo
#

@junior grove what about normal static mesh?

#

Is it rendering fine?

junior grove
#

Everything is fine except some instanced static meshes

#

And what's a good way of taking screenshots that show both eyes?

daring igloo
#

Sorry @junior grove , I'm not familiar with it

#

Kindly post here if/when you get the answer

junior grove
jaunty shell
#

@junior grove steamvr mirror to get both eyes ๐Ÿ˜ƒ

junior grove
#

Thanks, the issue was on the eye shown in the unreal viewport anyway this time

#

no idea what causes it, both meshes are fine as static meshes

jaunty shell
#

so something with instanced SM ?

#

do you have instanced stereo on ?

#

welp, dammit

junior grove
#

Instanced stereo is on

jaunty shell
#

try turning it off ?

#

it caused some problems for billboards a while ago

junior grove
#

The weird thing is that the other wall pieces work just fine

#

so, half of the building doesn't render on half the eyes... there is no logic to it I can discern

jaunty shell
#

try turning off instanced stereo :p

junior grove
#

I just did, waiting for shaders to compile ๐Ÿ˜›

jaunty shell
#

could be a bug in how instanced meshes are handled by that

#

๐Ÿ˜ƒ

#

maybe its time to get a VRWorks branch up and running, who knows ๐Ÿ˜‰

junior grove
#

Or just not look at buildings with both eyes until Epic gets a fix in haha

jaunty shell
junior grove
#

That fixed it, thanks

jaunty shell
#

well, half fixed

#

now you have less perf :/

junior grove
#

Yeah...

tired tree
#

VRWorks to fix performance issues is not a valid solution a lot of the time

#

there are still AMD card users out there that don't get anything really from that build

#

its a great "addition", but a terrible "crutch"

jaunty shell
#

well even if AMD users can't use it, its not going to tank frametime for them

tired tree
#

thats why I said it shouldn't be used to "fix" perf issues

jaunty shell
tired tree
#

program should be usable without it

jaunty shell
#

nowadays 63% of steam users have green cards

#

it is usable ๐Ÿค”

tired tree
#

I am aware of that

jaunty shell
#

should be the same as the main UE4 branch

#

its exactly like the hair solution in the recent Tomb Raider games

tired tree
#

I think you missed my point

#

I was saying you shouldn't perf test the game around VRWorks being enabled

jaunty shell
#

ah yeah

#

for sure

#

vrworks is an addition, not a solution

minor dagger
#

is there any difference in 4.16 with vr preview?

#

In 4.14 I saw stereo view in preview, but in 4.16 I see only one eye (I suppose, not sure if VR is runing...)

mighty carbon
#
junior grove
#

I'm still getting 120+fps at 4k in 4.16 so this far I'm okay on performance

jaunty shell
#

that's with no textures, basic lighting setup and only your procedural buildings :p

#

Once you add a bunch of props inside, lights and all, the frametime is gonna be a lot higher

junior grove
#

Yeah I know haha , hence " so far "

#

Games run great without features ๐Ÿ˜„

minor dagger
#

guuys, anyone know how to display 2-eye view in vr preview at the display? (with oculus connected). Currently I see only 1 eye view with strange strech..

winter venture
glossy agate
#

Does that texture one work in 4.16? How do you set the size?

tired tree
#

it does not, its only in 4.17

#

thats the image i posted for the 4.17 update mirror info

wintry escarp
#

your vr addon doesn't work in 4.17 yet does it

glossy agate
#

Ah, okay I thought that was the case.

tired tree
#

@wintry escarp yes it does

#

I always get versions out day1 of previews

#

but previews are typicially buggy so I don't guarantee everything is working correctly unless they fix initial bugs.

wintry escarp
#

VRExpansionPlugin-4-16 or do I get another version

#

ah nm then, best to know it isn't working cos I'm wrong...not beta bugs

tired tree
#

there is a 4.17 branch

#

I don't pre-compile things until full release for just that reason, don't want people switching over on preview builds

wintry escarp
#

hmm I managed to bugger it up somehow

#

plugin "OpenVRExpansionPlugin" failed to load because module OpenVRExpansionPlugin could not be loaded. There may be an operating system error or the module may not be properly set up

#

ok, it works if you skip the make a c++ class bit

#

no it doesn't, if you restart the same error returns

#

ok now it loads

wicked oak
#

first video actually recorded from a ps4, and uploaded to youtube with that ps4

#

of course, the store link does nothing becouse its not up yet

wintry escarp
#

heh crashed it turning on the big monitor

#

it doesn't like anything hard cos my gpu is weak

#

is it a known issue that it can forget to turn you when you teleport?

tired tree
#

If your thumb goes back to center it removes the turn

#

though if you were lagging badly it might have had a timing issue with input

wicked oak
#

so i have one issue with the ps4 stuff. It needs a pronunciation file, for the speech recognition

#

but that will need to be in english, and my english is TERRIBLE

#

so if i try to configure that voice command with my voice, it wont work

#

any of you speaks good english?

wintry escarp
#

I does

#

ยฌ_ยฌ

#

i do but with a Scottish accent

#

thanks to duke nukem i like games like that to have comic quips

#

"come get some"

mighty carbon
#

"Now, youโ€™ll be able to view and launch all apps that support Rift from your computer or in VR, even if you acquired them from outside the Oculus Store"

wintry escarp
#

good

ripe vault
#

is anyone experiencing an issue where the mesh of a motion controller within a game will momentarily jump for a fraction of a second to a different part of the screen, and then jump back to its usually position. This is happening once every minute or so. Engine version is 4.16. I'm trying to make a daydram app but im curious if anyone else is experiencing this issue on other platforms.

inland acorn
#

@ripe vault I only see this behavior in my vive when the controller lost it's tracking.

ripe vault
#

Hrmm interesting. Thank you.

glossy agate
#

On Vive it also happens if you have reflective surfaces around the room, but on daydream that wouldnt be an issue

sleek niche
#

Does anyone know of a way to get a 360 video render out of UE4 with post processing materials?

pearl tangle
#

use the mono panorama renderer would be your better bet for that

sleek niche
#

Which is that? I've tried the simple panoramic exporter but it uses a capture cube which is not allowing any post process.

mighty carbon
#

@glossy agate Lone Echo is superb and I am not sure whether it's ginger or just nicely made game, but I didn't get sick (unlike MIssion ISS where it seems like the same locomotion model, but I got sick)

#

I drank ginger ale (organic and whatnot) 10 min before diving in and during the game session

glossy agate
#

Awesome! Maybe the ginger does work. I still need to check it out

#

@sleek niche I think the stereo panoramic plugin that built in is just a no go for pp, unless it's changed since 4.13 when I messed with it.

pearl tangle
#

ginger definitely helps with motion sickness. also probably a bit of placebo effect helps too

#

I thought the simple panoramic exporter did handle some post processing effects, just not all of them. I do recall bloom and other stuff messing it up so would just depend on what things you are looking for with it

sleek niche
#

I'm using a PP mat to generate outlines around objects.

#

Apparently capture cubes cannot pick them up though.

#

It looks great in VR. Unfortunately I need an accompanying 360 video.

pearl tangle
#

ah then I guess you will need to run the post processing in post instead unfortunately

odd garnet
#

ie our game isnt VR only

pearl tangle
#

you should need to tick the box for other platforms i believe. if you have only selected VR 1s then that will be there

odd garnet
#

Where would that box be?

pearl tangle
#

no idea but should be in the project setup where you select what hardware its compatible with

tired tree
#

@sleek niche you'll want to watch out with that outline MAT when using MSAA as your AA

#

the depth buffer has some precision issues with MSAA that causes inconsistencies in shallow geometry and on edges

jaunty shell
#

within vr @tired tree ?

#

I've seen no problem for outline PP so far, even on weird shapes

#

forward + MSAA

tired tree
#

yeah within VR

#

if you are always keeping the outline on its fine

#

if you have it occluded using the depth buffer or show only when occluded is when the problem shows

#

ie: half of the object behind something and half not

wicked oak
#

@tired tree did you see how do they do outline and other fancy FX in Paragon?

tired tree
#

i saw how they did it in RR

#

is it different in paragon?

wicked oak
#

i havent seen the RR way

#

in Paragon, they render the object into Stencil, as usual

#

and then they render a transparent bounding box

#

and run a shader on the pixels that affect that stencil, reading from the deferred GBuffer

tired tree
#

mmm

#

with the PP the problem I ran into is that they must be downscaling with the MSAA super sampling

#

one of that buffers that is

#

so comparing stencil and normal depth values is inconsistant

wicked oak
#

i had problems on custom depth with instanced stereo

#

basically it doesnt working at all

jaunty shell
#

ah, we don't use occlusion to always see the shape of objects even when hidden, that may be why

tired tree
#

@wicked oak what engine version was that on? I believe they fixed that.

mighty carbon
#

4.17pre3 is out

jaunty shell
#

changelog time !

#

hmm only bugfixes and arkit

mighty carbon
#

getting closer to the release

wintry escarp
#

ah changelog, I was looking at the blog which says nothing

mighty carbon
#

@wintry escarp if you had 1060, I'd strongly recommend getting Lone Echo

light hull
wintry escarp
#

no 1060 for me, gonna need to cough up for more driving lessons

mighty carbon
#

nice

#

(except that locomotion sucks)

wicked oak
#

it would be cool if blizzard adds support for it

#

basically just adding the first person view with some kind of panel or control for the hand controllers

#

to push the different buttons of a 3d interface

granite jacinth
#

@wicked oak you hear the latest scandal about your favorite game SarientoVR?

#

Or whatever it's called

#

/sarcasm doesn't work still on here

#

But basically they ripped a whole level from a HL2 mod

wicked oak
#

looooooooool

#

better for me

#

as they are my main competitor XD

granite jacinth
#

@wicked oak ;)

mighty carbon
#

Google-sensei says nothing about such scandal

#

was it a "scandal" ?

granite jacinth
mighty carbon
#

I see.. Dangers of outsourcing..

sturdy coral
#

wow, the new blender realtime PBR stuff is looking good:

#

hopefully there will be some UE4 workflow stuff to come out of it, maybe some kind of way to share material graphs

wicked oak
#

@sturdy coral there kind of is

#

eevee works with a unreal style shader

#

in fact, it uses the exact same material inputs

#

so you just need to use the same textures and it will be equivalent

#

if you have complex graphs then you can directly remake those in ue4 (probably)

#

@sturdy coral in blender 2.79, they added disneys Principled shader to cycles

#

its the same the PBR in ue4 is based on

#

for eevee, they basically allowed it to work with eevee too

granite jacinth
#

When is blender going to be out of the box comparable to Maya/MODO though.

sturdy coral
#

price/feature it is no comparison ๐Ÿ˜›

mighty carbon
#

@granite jacinth what's wrong with Blender ? It's quite comparable to Max/Maya

mighty carbon
#

@glossy agate I think ginger ale did the trick for reals... Played Lone Echo for like less than 2 hrs and feel a bit light headed. When I played with ginger ale last time, I played 3 hrs and didn't feel bad in any way.

glossy agate
#

Awesome! Good thing it works, cause I put it in the advice disclaimer for Trance vr haha. Along with the warning that movement is intense

pearl tangle
#

also probably helps after you have already done it for a few hours too. slowly start to get used to it

wintry escarp
#

blender is hampered by its UI

sturdy coral
#

it takes getting used to, and has poor discoverability, but it is good and fast once you've learned it

#

it is the vim of 3d modelling software

wicked oak
#

lol poor discoverability

#

not really

#

its the only free alternative to thousand dollars expensive software

mighty carbon
#

Blender 2.49 had horrible UI

#

2.7x series have much better and more consistent UI

#

Lightwave has horrible UI, but somehow people don't talk about that ๐Ÿ™„

mighty carbon
#

The Blender Foundation has released a series of 25 instruction videos aimed at new Blender users. It covers everything from user interface concepts, modeling tools and rendering (animation doesn't seem to be included at this point but might get added at a later date). The videos are produced by Dillon Goo.

wintry escarp
#

my softimage xsi is still usable for game stuff

#

autodesk will always be scumbags for buying it to kill it

mighty carbon
#

SI has horrible UI

wintry escarp
#

blasphemer

#

it has a clean UI

mighty carbon
#

if that's clean to you, then Blender's UI is crystal-clean*100

wicked oak
#

is that blender version 1?

#

๐Ÿ˜›

#

for comparaison

mighty carbon
#

it's 2.4x or earlier ๐Ÿ˜‰

#

2.25 in fact

#

(purple header)

#

I am talking about 2.79 as current version

wicked oak
#

2.79 isnt released yet

#

but there are beta builds

#

and they are really cool

sly elk
#

Anyone else find the rift to be lower contrast than their calibrated display? Are they artificially raising the black point to prevent black smear?

silk lodge
#

I'm late to the talk about blender party; Blender has a bad public image because 99% of blender hits are 1st timers posting results of a basic tutorial on youtube. People who see what professionals have done with blender have way more respect for it.
All 3D programs are complicated! Blender is somewhat simplified, but definitely not standard.

granite jacinth
#

@silk lodge "simplified"

#

That's completely subjective ๐Ÿ˜‰

#

But yeah, I guess this should have been in #graphics anyway

#

Or #3darttools

glossy agate
#

Been a lot of years since I used it but it seems like you can do almost everything from fluid sims to film overlays. I just stick with Autodesk products because they do specifically what I need without much hassle.

wicked oak
#

@silk lodge not really

#

what really happens is that schools teach 3dsmax and maya

#

all 3d software is fucking retarded UI wise

#

blender, 3dsmax, or maya

#

all of them have insane amounts of keybinds, illogical hud, and buttons by the millions

#

but people learn autodesk first in school, and then go to try blender, wich is different, and go "whaaaaaaaaaaaaaaaaaaaaaT, this is not like 3dsmax"

#

also blender doesnt spend millions of dollas in marketing

#

unless you are a big studio, you probably wont need autodesk software at all

#

and well, blender has only really caught up last few years

#

it was definitely worse than autodesk software before

silk lodge
#

@wicked oak Most schools teach Maya /max since most studios use those tools because they used to be the only good tools. I know a studio that switched to blender and has had troubles with clients asking for 3ds or Maya work because blender doesn't have the branding they've purchased over the years.

I use blender for VR because it's got billions of handy keyboard shortcuts, a vr viewer for instant previews, u4 tools for super fast fbx transit, and an FGA vector editing plugin.

sturdy coral
#

@sly elk yes, and artificially raising to counteract red haze (I think)

#

Vive does the same

#

the fresnel lenses in both kill contrast anyway so it isn't so bad

#

blender has really good sculpting too, that takes a separate purchase zbrush etc. if you are on maya

wintry escarp
#

alec I use an ips monitor so the contrast isn't great anyway

#

i think maya has simple sculpture tools now as well

sturdy coral
#

blender's aren't simple though

#

dyntopo is really nice

glossy agate
#

Google blocks is now the only modeling software I need. Does it all

sturdy coral
#

but it's the summer of move

mighty carbon
#

so, has anyone played Lone Echo ?

mighty carbon
dusky moon
#

@glossy agate Interiorcube is cool !

pliant kraken
#

Hi everyone! :)
My question is about Leap Motion. I have tried to find a tutorial about how to capture and record the hand gesture animation, so it can be used in the game as animation to combine with magic-like effects, like holding out a hand a shoot a fireball, things like that. Is it possible to save the hand movement as animation, using Leap Motion? If so, could you please point me in the right direction to a tutorial? Thank you ^^'

wicked oak
#

Blender dyntopo is neat, but is nowhere near zbrush for sculpting

#

blender isnt the best at anything, but it does 95% of many areas

#

for what i saw, modo is a bit better for modelling. For archiviz/cad interop, max has better tools. For big animation studios, maya has better systems. For rendering, Arnold is much better than cycles in huge projects. Sculpting gets roflstomped by zbrush.

#

but blender is free and does a damn good job at it on way too many areas. Unless you are a big studio or need the absolute best tool for each thing, then blender is fine

#

i think zbrush still doesnt have any tool like dyntopo

dusky moon
#

I'm using 3D coat for my sculpting and retopo . enjoyed it more than Zbrush tbh

#

Also C4D is super fast/intuitive for modeling. but I found it not so compatible with UE4's pipeline.

wicked oak
#

less compatible than blender?

#

how is that possib;e?

pearl tangle
#

cinema 4d has more made its way into motion graphics type stuff lately so nobody bothers to make it game engine ready pretty much

wicked oak
#

makes sense

#

the one i want to learn is houdini

#

to procgen stuff

#

and then abuse it for my games in ue4

#

with the houdini plugin

woeful wind
#

hey can any one help in creating hairs for VR Game

#

or is there any Tutorial just to get the basics

#

??

pearl tangle
#

try neofur or something perhaps?

woeful wind
#

i am using ornatrix but when i apply alpha on hair it looks like Cards

wicked oak
#

neofur or similar might be too heavy and lower performance

woeful wind
#

hmmm then its not good idea for VR game

#

@wicked oak can u suggest me any good way to do the hairs

wicked oak
#

its hairs for a character head(long hair) or fur

woeful wind
#

hairs for the characters mostly head

#

and yeah female head hairs too

wicked oak
#

gotta use the hair shader

#

with planar hairs like all games

woeful wind
#

hmmmmm but it look like cards how to get red of this card look

#

any tips and tricks

wicked oak
#

more layers

#

make smaller polygons per strand of hair, and add more of them

woeful wind
#

hmmmmmmm Thannkx buddy

#

i try this right now ๐Ÿ˜„

mighty carbon
#

Blender is the best for VR

wicked oak
#

why do you think so? @mighty carbon

mighty carbon
#

Dunno, just wanted to say that ๐Ÿ˜‚

tired tree
#

@mighty carbon OH MAN...alspace is going away? I'm going to have to re-make that frisbee game then....it was actually fun

mighty carbon
#

I wonder what happened, really, to Altspace

tired tree
#

RecRoom is better

#

is what happened

mighty carbon
#

I see

wintry escarp
#

cant buy neofur anymore

pearl tangle
#

you dont have to buy it, they put the source code up for it

#

also altspace made no money at all so that often makes businesses go not so good

hard light
#

Neofur works very well in VR

#

the problem is they don't license it any more

#

(wouldn't use it for head hair though)

woeful wind
#

but dude is this Available for unreal ??

pearl tangle
#

i thought they just opened up the license for it? I have the source code lying around somewhere

woeful wind
#

can u share with me ??

wintry escarp
#

I thought when they cancelled sales that ue4 or unity was gonna add it

jaunty shell
#

@wintry escarp why did they cancel their plugin btw ?

wintry escarp
#

no idea

#

that's what I'm saying, I thought epic or unity had bought it up

jaunty shell
#

hmm

woeful wind
#

i had rumors taht Neofur bought by Nvidia

wintry escarp
#

hmmm NVidia have their own

jaunty shell
#

maybe they wanted to merge their solution with neofur's

sturdy coral
#

@wicked oak yeah, zbrush doesn't have dyntopo, which means you have to separate out your mesh if you want higher res in just a small area without killing performance. but it is definitely more advanced in many other areas, and I agree, if you are a professional artist, etc. you are going to want the big expensive tools. many small devs that are using autodesk stuff are actually using educational licenses and don't understand the license limitations, creating big IP risk for their titles

wicked oak
#

autodesk being free for students is smart

#

i remember students used to pirate the SHIT out of it

#

like so much piracy even the school gave them the pirated version

sturdy coral
#

you can't commercially publish anything made with the student versions for the most part

wicked oak
#

as if the mayority of current indies arent using student version

#

i doubt even 1 out of 10 indies actually bought 3dsmax

sturdy coral
#

well Sariento apparently didn't even really buy their art ๐Ÿ˜›

wicked oak
#

its all asset packs

#

similar to me

#

my characters are all custom

sturdy coral
#

@wicked oak yeah I meant that mod ripoff scandal ๐Ÿ˜ƒ

mighty carbon
#

They claimed whoever they outsourced levels to did it

#

Go figure at this point

#

Dangers of outsourcing

sturdy coral
#

yeah

#

I guess it can happen even without outsourcing if you aren't keeping an eye on it

glossy agate
#

See it a lot now that Im playing indie games cause that what most VR games are. Every PVP shooter has the Subway map. A few have the same suburbia map from Unity asset store.

#

I buy assets too, but I thought you were supposed to use it to make an original looking level.

#

Guess it saves time having to learn new maps though haha

#

I saw some walking simulator that was just the demo level of like 6 asset packs and the whole trailer was cut up demo vids of the asset packs with text overlay.

frank mango
sly elk
#

I needed a more precise way to pick apart assemblies with a large number of tightly packed pickup objects

glossy agate
#

Those hand models turned out really cool

#

You using the vrexpansion plugin? Similar functionality.

wicked oak
#

your hands look great

sly elk
#

not using the VR expansion plugin

#

I'll check it out though. I think I tested it out back when I first started this project but I wasn't comfortable enough with blueprint yet and it scared me off.

glossy agate
#

It has similar sphere trace, but uses a tagging system to setup more complex interaction behaviors.

tired tree
#

I use sphere tracing as primary grip detection yes, but I also set it up to fall back to an overlap detection in case the hand is inside of an object.

mighty carbon
#

@glossy agate is VR getting to the point where use of Marketplace assets is looked down upon, as in PC gaming currently?

glossy agate
#

No I dont think so. Kind of have too as a small team. Nobody knows really unless its literally the same map as an example you buy

#

But you dont really hear people screaming "asset flip." like you do on PC. As long as its good quality assets too, a tree is a tree. Im not gonna model a bunch of those

tired tree
#

meh, I recognize models and the minimap in PUBG from projects / marketplaces

#

its pretty common now

#

for all but the very largest teams to use at least some parts

pearl tangle
#

it's pretty crazy how little custom stuff some people do though. Lots of people making full games from the simple assets stuff from there so they all just look completely identical

pearl tangle
#

wow its still so horrible trying to order vives

#

I just had to buy 2 new 1s and 2 audio straps

#

couldn't put 2 vives in a cart together could only order 1 at a time
and then its a different ordering process for the audio straps so had to get them all in different orders and they will all turn up at different times again most likely

jade panther
#

hey guys, does anyone know a good solution to make decent looking hair to be used in Unreal Engine VR?
what options do we have?

sly elk
#

@jade panther I think you are going to be using hair cards like any other game art workflow

#

Adam Skutt has been doing hair related character workshops

sturdy coral
sly elk
#

I'm about 2 weeks away from having my prototype finished and getting my game's name trademarked. I want to put together a trailer. Is recording VR in sequencer fairly straight forward?

wicked oak
#

@sly elk same thing as typical

#

the issues is that unless you do some serious stuff, you will have issues with the recording systems

#

what i did is record ACTUAL gameplay, with engine edits so its fullscreen

#

for my screenshots, i used sequencer to make the FX be on the position i wanted before taking the pictures

#

that way i was able to do things like 8k screenshots

#

not kidding

sly elk
#

Can you expand on what you mean by issues with recording systems?

#

I was hoping to use sequencer and record from a different camera than the HMD mirror modes

#

and is there a discussion of this anywhere? I haven't been able to find muhc on google

wicked oak
#

nope

#

that i know of

#

or just fake everything 100%

#

by animating the gameplay itself

mighty carbon
#

@sly elk do you have that much cash to burn that you are going to TM your game's title? O.o

sly elk
#

Its not a lot of cash to burn to do due diligence

mighty carbon
#

To defend and keep trademark, you have to take violators to court. If you don't, you'll lose it. I assume you got money for that too?

sly elk
#

That's an extremely reductive way of viewing due diligence. Total cost for my attorney to do a complete search of federal, and state trademark databases + hire a third party to search internet for potential conflicts, then register the trademark is 2k. I'm spending over a year of my life working full time on something, $2000 to register a trademark for my game is a small cost compared to the time that goes into it

mighty carbon
#

$2000 ๐Ÿ˜ฑ

#

And then Beth makes a VR game with very similar title... what will you do?

sly elk
#

Talk to my attorney about it. The same thing literally any other game developer out there would do if someone was attempting to create a copy cat game under the same name? I already have licensing deals signed for cars and parts. Doing due diligence is about limiting your exposure to law suits.

#

Also your understanding of defending trademark is wrong. You don't lose your trademark if you fail to sue a violator

mighty carbon
#

Copyright is all you need really.

wintry escarp
#

does enabling the steamvr api slow ue4 down if I'm making for oculus rift?

#

I need every bit of speed I can get, using s 780

tired tree
#

not really, but if you intend on publishing only to oculus home then it has to be disabled

wicked oak
#

@wintry escarp it doesnt

#

at all

#

it doesnt get used at all if you open the thing with a Rift

#

it just doesnt even initialize it

supple pawn
#

I have huge issue with setting up a ground for teleporting

#

nvm

wintry escarp
#

copyright is free

supple pawn
#

?

#

Is there a way to create a Nav Mesh to prevent you from teleporting to specific area....?

#

whenever I create another NavMeshBoundVolume that is suppose to prevent VR pawn from teleporting there... It only moves upward the area of teleport

wintry escarp
#

gah, a game exists with the name I thought up

glossy agate
#

@sly elk your game like a mechanic sim kind of game? Looks really cool so far. Will you be able to drive what you build?

pearl tangle
#

@sly elk how does a single country trademark protect you when everything is digital? If the developer is based in another country and distributing on steam only it can't do much there can it?

sturdy coral
#

@pearl tangle if they distribute in the US on steam it presumably wouldn't be allowed

pearl tangle
#

but they wouldn't remove it from the main steam store though. I wonder what % of VR sales on steam come from the states actually

wintry escarp
#

what would you be trademarking?

sturdy coral
#

he's trademarking a game title

sly elk
#

It doesn't seem like a productive discussion about trademarks but I will say trademarks and copyright are not the same thing, provide totally different protections, and are used for different reasons. I would suggest people do their own research, look at their budget, and decide if ~$400 to register a trademark makes sense for their project. You can almost always have a consultation with an IP lawyer for free.

wintry escarp
#

trademarks are much harder to do cos they must be identifiably original with a brand

mighty carbon
#

Meh

mighty carbon
#

One can file trademark of the game makes any measurable impact

wintry escarp
#

cant be a generic word anymore, that moron company that got a trademark for "edge" were eventually made to give it up

glossy agate
#

I think that dude from storage wars tried to TM "Yeeeeeep" haha. I'll file TM on my next game if it gets popular enough to actually need to protect.

#

Wonder if anyone has tried to patent VR gameplay mechanics yet. Haven't heard of any trolls yet.

wintry escarp
#

cant even copyright game mechanics

fair hearth
#

@supple pawn there are settings in the navmesh that you can edit to change the height of it, right now the game thinks the object is a stair or walkable, I believe it's max slope, haven't used it in a while though so I'm not totally certain on the exact setting you need to change

cursive bolt
#

@wintry escarp Was that due to the Mirrors Edge debecle?

#

The game came out with the name, so... Edge the Magazine didn't win.

#

Using a 3rd person template, would it be possible to bind the arms to the VR motion controllers in a good way, or would it be wonky?

#

I'm pretty new, so I don't actually know if it's a path worth exploring.

wintry escarp
#

that was the breaking point, they had the money to challenge it

cursive bolt
#

Guess they made a mistake going up against Dice/EA. xD Glad they tried and failed.

wintry escarp
#

they screwed over a few indies first though, whoever gave them that patent should have been fired

wicked oak
#

@wintry escarp trademark and patent is a different thing

#

creating a software company in USA is a spectacular minefield due to software patents, essentially they patent broad ideas and then sue people

#

remember one of the reasons AltspaceVR has gone offline is becouse of a patent troll

#

who patented "group viewing in vr"

#

not kidding

#

literally patented the concept of several people looking at a virtual screen in VR

wintry escarp
#

the sort of patent that would be refused in Europe

#

I expect our rules will get watered down to suit the USA eventually

#

data protection laws are a joke now

wicked oak
#

good that TTIP got canned

#

it was going to bring that

wintry escarp
#

UK will probably sneak that in without telling us soon as we do brexit

wicked oak
#

UK is on the path of going full dictatorship

#

look at them banning porn completely

#

thats just so then, when other page annoys them, they can htrow it on the block too

wintry escarp
#

porn isn't banned