#visual-fx

1 messages · Page 9 of 1

night hearth
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thanks a lot

night hearth
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@celest birch thanks a lot again, took me 15' to research and implement and it works great, god I love UE4

celest birch
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👍

fossil swan
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<_< when ue4 doesnt update a fast moving 0-1 gradient fast enough to make it look smooth

willow spoke
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haha @fossil swan

wintry vale
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Hey guys if you were to have a map where all the buildings had to become translucent and fade in and out, how would you do that and not have buildings see through other trasnlucent buildings when opacity is set to 1?

spare hare
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@wintry vale Using the Masked Blending mode

wintry vale
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@spare hare That doesn't seem to cut it

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as I thought that was a binary thing ethier its there 1 or its not 0

spare hare
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that's what masked is

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it's either opaque or fully transparent

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you can make it smooth by using the TemporalAA Dither node

gray fern
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any idea how can I define the initial location from BP in a way that it is randomized for each particle inside the area?
as far as I could find out I simply can't, but... why?! maybe i'm wrong
basically what I would like to do is to define a random range as paramter, so I want to set the min and max value from BP

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to answer my question: I can create my random dynamic box area via using a cylinder and locking the y axis

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also the chance of finding a solution on my own is significantly improves as soon as I ask for help 🤔

fossil swan
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its called rubber ducking

celest birch
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@fossil swan thats what i do to my customers

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i legit explain shit line by line lmao

fossil swan
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hehe

bleak rampart
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Could use some help with idea spawning for a FX for one of my abilities. You fire a projectile, when it collieds it will hack robots (player controlled and AI) within a area around point of collision. I want to visualy represent this area in a good and cool way

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any ideas?

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the area is sphere shaped

fossil swan
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look at metal gear solid chaff grenades

fossil swan
bleak rampart
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@fossil swan Thx for the input, that could be something

hidden ruin
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hey my particle buddies

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if I don't want my particle system to continuously spawn

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im using mesh data btw

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how do I treat the rate?

fossil swan
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required module > loop

hidden ruin
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as in, I just want say, 10 meshes that are constantly there

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oh yea?

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okok

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Thanks Luos 😄

fossil swan
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np 😃

willow spoke
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I want to achieve this light effect very very badly haha. I was thinking using After Effects and Trapcode Particular. Then putting it on a plane as a sprite sheet material. But that seems a little primitive. Is there a better way of achieving this effect?

willow spoke
celest birch
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Planes seem like the way to go

spare pier
brittle monolith
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Looks like a white thing panning through plus a sprite sparkle but I'm not sure how to implement it

fossil swan
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its just a white stripe that pans over the mesh, and a sprite with a spark texture.

drowsy stag
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I don't find anything about it in the Unreal Documentation, so I thought I'd just ask here. Is it possible that Light Functions have no influence on Translucent Materials? On the picture below you can see a spotlight with light function on an opaque material (right) and on a translucent material (left, with opacity 1 for better visualization)

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With decals I know that they have no influence on Translucent Materials, but I don't find anything about light functions in this context...

gentle niche
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Good evening , I have Question about mesh particles and Orintation based on Velocity , So i have this simple Dash Effect made out of 2 Mesh Data Modules, I attach then on my character in Particle Emitter what it placed On Char as Component and then when i Dash i just use Reference of particle and Activate it. What i would like to have is so the particle adjuste rotation based on my characters movement aka velocity. I can do it with Ribbon Data modules but it looks like Mesh Data modules need some exctra care . Maybe anyone can tell me is that even possible with Mesh Data and if so how . Here are Some Small video of my Particle in Cascade and how it Looks in game . https://streamable.com/ps4j0 https://streamable.com/q38c3

cold sorrel
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The velocity alignment only listens to particle velocity, not emitter velocity. You are not giving the particles any velocity

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I'd do it in blueprints though. Make the emitter localspace. When you spawn/activate the emitter, you simply set the rotation to be -Velocity direction

gentle niche
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Ok Thank you i will then do rotation set in BP, i was under impression i can achive similar beheivor as Ribbon Data module but looks like not.

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Setting rotation in BP Works, Thank you again

cold sorrel
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Cool! Sure it'd be doable in cascade, but it's more of a hassle 😃

fossil swan
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is there a way to access cascade parameters in persona/animation without making a blueprint?
You can expose them when placing them in a level, but I cant find that option when directly attaching effects to animations.

junior matrix
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Animation?

fossil swan
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persona/skelmesh animation tab

junior matrix
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E.g. A "Set Particle Parameter" notify?

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Ups. Added a Play Effect notify between a generic notify and a Timed Particle Effect notify and crashed the editor.

fossil swan
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expose a particle parameter so you can change it in persona without a workaround bp

drowsy lynx
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since i don't know the answer, i would like to forward it in here 😃

fossil swan
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you could probably do something with particle location in the shader, but no clue

drowsy lynx
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would be nice to use the surface normal as direction

cold sorrel
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You can with popcorn

willow spoke
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I liked it Luos 😃

cold sparrow
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Is popcorn actually used in the industry ?

cold sorrel
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I'm using it in a live Unity project right now

cold sparrow
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Would you recommend trying it out ?

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(Coming from a houdini with subuv workflows)

cold sorrel
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If you like wranglenodes, you'll enjoy popcorn

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I wouldn't use it for anything that can be done in Cascade.

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But when you reach the Cascade limits, it's good to have all that power to reach for

cold sparrow
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Ahh I see 😄

brittle monolith
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Breath of the Wild has some awesome looking effects...

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How would you recreate this smoke puff?

solid whale
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Do cascade particle events not work?

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Attempting to spawn a mesh or gpu particle off of a mesh particle with no success

cold sorrel
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Thatsmoke is all in the texture. H
handpaint a nice diffuse and then handpaint the erosion mask. No tricks, just good art.

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Events work for cpu particles

fossil swan
frigid burrow
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Anyone see what I'm doing wrong here?

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Not sure why this wont compile, but this really isn't my area of expertise

fossil swan
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whats inside the mat function? and what blending mode etc?

frigid burrow
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Blend Mode is Translucent and the Occuded Pixel Mat Function was from the VR template I started with

fossil swan
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that has a V2 while alpha is a V1/Scalar

frigid burrow
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What has a V2?

fossil swan
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that matfunction output

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thats only thing I see that could cause an issue

junior matrix
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Oh I see it. Maybe.
Your second lerp is getting a 3vector and a 4vector.

fossil swan
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oh yea, it also has analpha

frigid burrow
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@junior matrix They should both be 4V

fossil swan
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need to component mask it

junior matrix
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The white texture handle only outputs the 3 colors.

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It doesn't include the alpha.

frigid burrow
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Like From the Scalar 4 parameters?

junior matrix
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From the texture sample node

fossil swan
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texture sample first output = RGB
your colors also output the alpha

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(vec4)

frigid burrow
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So the handle coming out of the white texture same of noise only outputs a V3?

fossil swan
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yea

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replace the colors with a v3

frigid burrow
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Ak, yeah, that kinda makes sense I guess

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Just not used to working with it

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Thanks guys

fossil swan
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np

junior matrix
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Easiest is to Append the alpha to the 3vector.

fossil swan
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base color doesnt accept v4 i think

frigid burrow
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So you have to feed your resulting alpha into opacity?>

fossil swan
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hmm makes me wonder if you can pass on RGBARGBA trough one wire

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anything thats "mask" or opacity related should go to opacity

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anything color to base color

frigid burrow
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You can, as a V4, but I'm not sure how useful a V4 wire is knowing what I know now

fossil swan
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well wondering if I can pass on a V8 or so, and unappend down the road

frigid burrow
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Ultimately seems like you'd have to split it up/mask it out eventually

junior matrix
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Component mask wouldn't know what to do with it though.

frigid burrow
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I wouldn't see why you couldn't but it might get a bit tricky

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Right

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You'd hav e to subdivide the V8 before doing anything with it

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b/c it seems most of the nodes require a v3 or v4

fossil swan
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true, but it might be nice if you could put some math trough the vX and then deappend where needed

frigid burrow
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But theoretically you might be able to use higher order vector parameters

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I could think of a couple of useful cases.

junior matrix
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String theory with 11 dimensions.

frigid burrow
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Works like a charm, thanks so much @fossil swan

fossil swan
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hmm, no way to unappend above v4 :/

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and i dont feel like writing custom :p

frigid burrow
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Yea. I guess you could write your own if you really needed it. But I don't think it's something that would be insanely useful

junior matrix
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HLSL has at most 4 channels per vector.

frigid burrow
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Welp. NVM then

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Maybe not

junior matrix
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You could use a matrix type.

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But it'd have to be in custom nodes.

fossil swan
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well, you can pass on 4 vectors per vertex color

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and then masking em out per vertex color

radiant frigate
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is DXT1 better than grayscale compression for textures (used for particle material alpha masks)?

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actually, I'm pretty clueless about texture compression and what sort of best practices to keep in mind when importing them

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the resource size seems to increase when i switch from default to grayscale though, I imagine the better option is whichever results in a smaller resource size

junior matrix
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DXT compression is generally bad for anything besides messy color maps. You can get away with a much smaller grayscale map.

radiant frigate
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for noisier textures, dxt1 would be better due to smaller resource size?

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i'm sorry, i'm pretty clueless about this!

junior matrix
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I would say messier rather than noisier. You wouldn't want a noise texture to be DXT1 eiher.

radiant frigate
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not sure if there's another metric aside from the resource size displayed in the details panel i should be aware of when deciding between fidelity vs performance

junior matrix
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Resource size is the only benefit of DXT I'm aware of.

radiant frigate
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🤔

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oh, alpha compression seems to work really well on grayscale textures

fossil swan
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it is, but its as costly as a combined RGB channel.
but since the grayscale is so crisp, you can often get away with smaller textures

radiant frigate
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ahh, costly in runtime?

junior matrix
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Alpha says (BC4 in DX11). Now I'm wondering what it does in DX10 and OpenGL

fossil swan
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DXT 3 or 1 afaik

vague sigil
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Before I dump my question here; is this the channel for UE particle effects?

celest birch
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Yes

vague sigil
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Alright. So I'm working with a particle effect and I'm wondering two things:

  1. Is it possible to have it be its own lightsource?
  2. How do I make sure the particle effect shows even when the source is off-screen?

This is the effect I'm working with (Part of the explosion particle effect in the Starter Content changed in color and orientation, basically)
https://gyazo.com/e6e94996c2ec837624103353166b4a74

barren raven
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@vague sigil you can add a light component to the emitter if it is a cpu particle. To make it show up off screen, increase the particle bounds!

vague sigil
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I have added a light component to the emitter, but all it does is create a light-point on the floor at the source.
I did look for the particle bounds, but I have no idea where to find it

vague sigil
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Ah, I found the particle bounds!

steel sable
steel sable
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ah i found my issue, the particle system had a warm up time. setting that to 0 stopped it from resetting

calm sphinx
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you might also find it better to activate, set vis, or to spawn an independat emitter, depending on what you are doing at the time

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any gueses why my particle ribbons have 2 materials, and I can't delete the material 0? it would seeeeeeem to be the source of a small rendering glitch, where if the length of the ribbon gets very long, it draws part of the 0 material (which is unassigned, but can't be removed, yet still draws some parts of the default blank emittor indicator crosses
it's the 'Default Particle' material.. don't understand why I cannot place a material over it or remove it
I had thought maybe that particle emitter type required it, but I don'/t think that is correct

celest birch
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can anyone point me in a good direction for learning stylized VFX

celest birch
manic mantle
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hi guys

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I set up a simple leaf falling particle system

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i shows up in editor but doesn't when I run the game

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not quite sure what can be the problem

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maybe LOD?

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any tip?

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it's a default particle emitter

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with some location rotation setup

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hmmm I checked 'use fixed relative bounding box' and set a high box, and now it appears ingame

brittle monolith
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I really want to learn but have no idea where to start

celest birch
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Says "video is unavailable" for me

brittle monolith
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@celest birch Fixed

celest birch
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Seems simple enough. Use a circle (just the border) mask for the opacity and then multiply it with a noise texture

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And then another emitter for some circle particles

brittle monolith
celest birch
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You should do the scaling within Cascade instead of the material

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And I don't think you need the Panner for the noise

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You'll also need to make the noise go from white to black over time

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@brittle monolith

brittle monolith
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Gotcha

celest birch
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Materials are the best

brittle monolith
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Awesome!

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I can't make my material show up in cascade, looks fine in the material editor

celest birch
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Make sure shaders aren't compiling. That happens to me when I first apply the material

brittle monolith
celest birch
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You're on the right track. You don't need to multiply ParticleColor with the circle mask since the black areas won't show anyway

brittle monolith
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Nice, how do you get it to start from a solid color?

celest birch
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The Lerp is the key to going from white to black

brittle monolith
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Niiice, so the adding and saturating thing makes it start from solid

celest birch
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Yeah the adding is what does it. The saturate is just a cheaper way to do Clamp(0, 1)

brittle monolith
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Thank you so much dude ❤

celest birch
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🙂

brittle monolith
celest birch
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Nice work!

brittle monolith
cold sorrel
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Cool! Any specific reason why you made it procedural instead of a texture?

timber whale
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How do I modify data in a particle instance via blueprint?
I want to spawn a emitter and provide input for it's source and target emitters during run time

brittle monolith
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@cold sorrel Just so viewers don't have to download a texture to try it

celest birch
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@brittle monolith Don't worry about crediting me 🙂

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Wtf I didn't even know you could move wires between pins using ctrl-click

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Good video

stone verge
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@cold sorrel because you don't have to load a texture so less kb for the build?

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speaking about the same, you can make a gradient using the textcoord node, but how can you make a gradient panner this way? I am asking because we need a gradient being affected by panner. In ES2 for mobile you cannot use World position offset with textures

cold sorrel
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Sure, but its a higher instructioncount and less control. Just curious about the reasoning.

tawny junco
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Hello!

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Why is my particle cloning when moving?

cold sorrel
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Need more info

tawny junco
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@cold sorrel Okay

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So

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When I move my particle effect (in editor or game)

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it creates ghost trails behind it

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I mean

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it copies itself over and over

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until the movement stops

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after a time, the copies / ghost trails are deleting

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@cold sorrel Do you think you know a solution?

cold sorrel
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Emitterinstances?

tawny junco
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i guess

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yea

cold sorrel
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So they show up in the hierarchy?

tawny junco
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let me see

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no

cold sorrel
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Are you sure its not just particles?

tawny junco
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yea

cold sorrel
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So the particles are doing something right? Not just sitting still

tawny junco
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yes

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it is a candle flame

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the flame repeats it self until it stops moving

cold sorrel
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Humor me, set the emitter to localspace

tawny junco
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where?

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to set it?

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@cold sorrel Where is this option?

cold sorrel
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On phone

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Google cascade localspace

tawny junco
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it is not a phone game

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it is a vr game

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oops

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found it sorry

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it WORKED

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YEa

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@cold sorrel Thank you very much!

cold sorrel
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So, particles working as intended ;) no problem

tiny vigil
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anyone know how to spawn particles on the surface of a static mesh?

cold sorrel
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Give it a bone

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You can only emit from skeletal meshes

mortal lily
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@tiny vigil I think thats not an option atm in UE4. But you could use skel vert/surf location on skel meshes or get a plugin on the marketplace to emit particles from a Static mesh.

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another option could be PopcornFX (i think they also offer emit from static meshes, but i'm not 100% sure about that).

cold sorrel
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They do

tiny vigil
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@mortal lily @cold sorrel Thanks, friends. I appreciate it. Yeah, I've done some Skeletal emits. Works well. Thanks for the heads up on the extension in the marketplace.

celest birch
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how does muzzle flash particle creation work?

cold sorrel
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Depends on style, design requirements, lightingsetup and preferences of mesh vs sprites.

indigo jolt
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@celest birch it's best practice to make any muzzle flash in first person with as little overdraw as possible. the closer a particle is to the camera, the more careful you have to be with that sort of thing because it takes up more screen space and more screen-space = more other items getting overdraw. you could do it with particles and still be pretty efficient...like using 3 simple velocity-facing fire shapes out to sides and one down the length of barrel, to create a strong silhouette without covering entire screen with a giant square.

celest birch
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i would like to do it like in unturned, my artstyle is pretty similar to that

indigo jolt
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mesh

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i wouldn't even bother with a texture if you want that look, just model out that exact shape

celest birch
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and do it like a particle or just spawn a mesh which destroys itself?

indigo jolt
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you can spawn meshes inside particle systems

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that would give you control over color intensity and let you animate mesh scale

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it's called a mesh emitter

celest birch
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ok

indigo jolt
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it would also let you randomize the rotation a bit

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which will give you a smidgen of realism

celest birch
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How to get the mesh particle to face one way

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@indigo jolt why is the particle delayed, it spawns but is shown like half a seconds later

cold sorrel
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I Think you would benefit from reading the very basics about burst and alignment in the docs. :)

celest birch
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oh found out 😄

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tnx

indigo jolt
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yes burst + on Mesh Emitter part gotta click the little "camera facing" thingy and select a method

celest birch
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i already remade it with a texture instead of mesh

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and it looks good

indigo jolt
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whatever works 😛

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i suggested mesh just because it would offer crisper edges

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and better graphics costs

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and look correct from more angles

stone verge
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on performance is better mesh data instean of sprite based particles?

timber whale
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my particle effect isn't replicating properly

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Non-Dedicated

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Dedicated

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Code

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I want it to look like how it looks on non-dedicated on dedicated as well

round fog
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@timber whale that's probably a better question for #multiplayer

lusty saddle
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Hey ! Do you know if it's possible to get a reference to the previous computed frame for time effects ?

round fog
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Yes, it's possible, but not uncomplicated

lusty saddle
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thanks @round fog, i check it !

solid whale
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is it possible to make a MID for a particle material?

fossil swan
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you want a Mobile Internet Device?

solid whale
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no, nm problem resolved . user error

round fog
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@solid whale yep, in BP the function is called something like "create named dynamic material instance" if you call it on a particle system component. Needs the emitter to be set up with named slots via the required module of the emitter and the slots of the particle system itself

fossil swan
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(if you like vfx, check it out)

mortal lily
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if he only had tuts 😛 pretty awesome stuff!

fossil swan
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when asked he does explain his stuff. but.. well.. poor english.

tardy dome
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@fossil swan looks like he plays a lot with noise and allembic

lusty saddle
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Hey ! Do you know if it's possible to access the velocity texture (command to show it ingame : "VisualizeTexture velocity") in a material ? Maybe by using a custom node ?

celest birch
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@lusty saddle

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Could be a starting point though

lusty saddle
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Thank you @celest birch !

solid whale
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Is there a way to programmatically create render target cube textures, similar to how you can do it with 2d textures?

indigo jolt
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well you can set the resolution on your render targets to whatever you want so you could just make it a really wide horizontal rectangle

solid whale
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that won't work for me, i'm working on portals, so each one needs a unique RT

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(render target)

celest birch
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how would i go about setting my particle to go across the floor of my terrain

worn dock
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can someone help me with making a thunder style lighting?

solid whale
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@worn dock you want to look up beams

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you'd probably pick a few randoms vectors between the sky and the target points and set the beams, based on how many branches you'd want

worn dock
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sorry i was away

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So i need beams

solid whale
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likely

worn dock
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ok

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go to 1:50 mark

solid whale
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Ah

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light-based, not the streaks of electricity?

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That would be dynamic lighting, though i haven't tried that yet

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at least not an effect like that

worn dock
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ok

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so should i start it out with dynamic lighting

gusty folio
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I need help with particles.

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So I've never used particles before.

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And I need like speedster trails in an anim.

ashen stump
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You'll probably want to figure out basic Cascade stuff first

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It's pretty fun, even if you're just following the tutorials

gusty folio
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Yeah, I do know the basics.

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I watched some tutorials.

ashen stump
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3:

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Anyway, in that case

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Ribbon particles, I thiknk

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Attached to a socket in the animation, probably

gusty folio
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I mean like, never used them or made them myself.

ashen stump
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Yeah, so the point of a tutorial is to do it yourself as well

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So you get the hang of the interface and how it works

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Sorry if I sound like an asshole by the way

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Reading my own messages, I can imagine I do 😛

gusty folio
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You don't sound like one.

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I sound like one in a minute

ashen stump
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xD

gusty folio
ashen stump
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Look, the particle master is typing

gusty folio
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How I make the move so electrical

fossil swan
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thats not something easily done outside of the box

ashen stump
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Was about to say

gusty folio
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Oh.

ashen stump
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Electrical things are tough

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Especially if you don't want to use textures

gusty folio
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I had something really ugly before this

fossil swan
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popcornFX might, but @cold sorrel might be better at pointing you in the right direction.

gusty folio
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It looked like this

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finding the image

ashen stump
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x3

gusty folio
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Yeah, so I followed a tutorial bout anim trails

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I tried doing it so I could get the basics

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of it

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But then I accidently deleted it, I still know how to do it.

cold sorrel
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Spawn targets on skelmesh, attach ribbons to targets. Let character move. Scroll electric texture trhough ribbon. Have tea

gusty folio
ashen stump
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Yeah, so that's where a texture comes in

gusty folio
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I'm drinking Choco coffe rn, @cold sorrel

ashen stump
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That's the basic ribbon thing

gusty folio
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And then I just add a lightning texture to the material?

ashen stump
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And you can make it cooler using textures

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With a panner, probably

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Glad will know better ;3

gusty folio
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I guess so.

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I just know how to attach the trails to the character.

cold sorrel
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Strike one: Try to make everything super glowy and not use textures.
Strike two: Present all effects against black background.
Strike three: I don't give three strikes...

gusty folio
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Nice.

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But eh, how do I make it so there's light coming from the particles?

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Trail*

ashen stump
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There's a light emitter thing

radiant frigate
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you can input more than 1.0 in the material

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to make a material glow

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(color)

ashen stump
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Not sure if trails support it though

fossil swan
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id suggest to follow some tutorials first.

ashen stump
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Looking at muh particle masters again

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;3

cold sorrel
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What Luos said

fossil swan
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you wanted to say lousy! admit it

radiant frigate
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actually speaking of lightning vfx

ashen stump
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Afaik only CPU particles support lights, and trails are GPU

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Is that right?

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...

cold sorrel
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Yeah...

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No

#

That's not right

radiant frigate
#

i'm interested in how people would make static meshes for use for lightning particles

cold sorrel
#

Trails are CPU

gusty folio
#

And now another noob question

ashen stump
#

Raim, I wouldn't use meshes, I'd use textures on a plane

#

Way easier

gusty folio
#

How do I turn on/off particles when a specific boolean variable is true/false

#

Do I switch animations?

cold sorrel
radiant frigate
#

oh wow that looks pretty great

gusty folio
#

That's exactly what I want. 😐

#

Oh, it's a special program.

radiant frigate
#

is that ...maya? i'm unfamiliar with 3d sorry!

cold sorrel
#

Houdini

radiant frigate
#

ahh

fossil swan
#

here is a good ribbon tutorial XD
http://imoue.hatenablog.com/entry/2017/12/28/233821

Ribbonエミッタの実験 #UE4 pic.twitter.com/wwONYJxtrx— うなうなぎ@ポリバケツ (@unaunagi1) 2017年12月28日「SourceモジュールなしのRibbonエミッタを活用できないか調査してた。InitialLocationで左右(X軸)にランダムでずらしつつ、InitialVelocityで上(Z軸)に一定の速度で進む設定。こうしてみると、Beamみたいに1度出たら終わりじゃなく、前回のポイントと新しいポイントを滑らかにつなぐみたいな作用があるみたい」妹「そりゃまあリボンだったらつながってるよね」「そしてサンプルの火の玉と青いリボンやつに、I…

gusty folio
#

its chines

#

e

fossil swan
#

hence the XD

gusty folio
#

I'll just do trial and error

#

1 question

#

Imma install unreal tournament editor

#

since I want to make a simple mod

#

do I need to build my own map?

mortal lily
#

its Japanese btw 😛

cold sorrel
#

so desu ne

fossil swan
#

nani?!?

gusty folio
radiant frigate
#

gusty folio
#

celest birch
#

@fossil swan somebody told me to do dust all over my desert i should copy the mesh and create a material on that landscape with a panner, whats your opinion on this

indigo jolt
#

if you wanted to add dust literally right against the actual terrain i'd build that into the terrain material, there's no way to affordably do it with a duplicate terrain mesh

#

then i'd supplement that with a few particle emitters with depth-fade on the dust particles so they blend with terrain softly

#

but be careful with those, it can get real expensive real fast

#

btw. Does anyone have a good idea why a Scale /Color over Life Node in a particle emitter set to "emitter time" would play from Green to RED (as requested) then quickly turn Green for a bit at the END???

#

it's driving me nuts

cold sorrel
#

Just a flash of green as it dies?

#

Set the in val to 7.9 instead

indigo jolt
#

k

#

weird, still no good

#

doesn't matter what duration i set it to, it just rolls over briefly at the end

#

i'll probably have to start from scratch in a fresh emitter or system and just export it over

#

too many things might be wrong

radiant frigate
#

what if you add a 3rd point

#

and set the in val to 9?

indigo jolt
#

k trying

radiant frigate
#

i remember running into that once and i think that's how i fixed it though, i'm not entirely sure

indigo jolt
#

weird so with 3rd point it now goes green, red, then black (3rd point)...then it still rolls over to the green

#

at very end

radiant frigate
#

hmm 🤔

#

particleemitter lifetime is 8.0?

indigo jolt
#

nah particles are only living at most 1.0 seconds

#

so conceivably they'd be getting color data right after end of thing if i set it to 4.0 duration with 4.0 duration system....but we just tried setting it to 9.0 duration for the color scale

#

and that still looped over

#

Emitter Duration is 4.0

#

just for the record

#

goal here is making some bubbles go from one color to another in an acid bath

#

so they're spawning and dying out repeatedly over the course of 4 seconds

radiant frigate
#

hmm weird

#

with a 2.0 duration emitter and a 0.0 to 2.0 curve i have it loop twice over instead of once

#

oh wait now i see it

indigo jolt
#

you gotta set it to Emitter Time check box

radiant frigate
#

oh yeah i was testing that

#

oh

#

try setting the duration to 5

#

but stop emitting particles by 4

#

if it's using a spawn rate you can use a curve and set a point on rate at 4.0 to 0

indigo jolt
#

dang, no dice

#

i've eliminated a few more variables - set lifetime to be a consistent 1.0, removed the emitter delay too

#

set it to 4.0

radiant frigate
#

so emitter duration is 4.0; particles are 1.0; and the last point in the scale is 9.0?

#

hmm 🤔

indigo jolt
#

seems like no matter how long i set last point, it still loops over

radiant frigate
#

what about a lower point like 3.9?

indigo jolt
#

what happens when i set it to 9 is - it doesn't actually GET to the full RED, it just gets half way there and turns over at 4.0 and blinks green

radiant frigate
#

i don't get my particles to full red either now that you mention it

indigo jolt
#

it's clearly looping back over for some reason, it's bizarre

#

i wonder if this is just a bug

#

this is not conceivably useful for others

radiant frigate
#

i think it's because once the emitter ends it loops back to 0 durationwise

indigo jolt
#

hmmm maybe i should just mess with spawn rate

#

and try to kill off last spawns

#

so system keeps going with no spawns

radiant frigate
indigo jolt
#

ah well at least that works

#

super hacky tho

radiant frigate
#

my setup looks like this

#

o-oh!

#

if it works it works!

indigo jolt
#

yes i just did that and yes that works

#

lol sooooo hacky

#

but agreed, it works

#

gamers will not feel ripped off

#

that's all that matters

solid whale
#

Anyone know how to make particles use something like point gravity but stop at a certain range from center, rather than going all the way to the center?

bleak rampart
#

anyone know of some reference material for a grenade trail/tail ? Particle effects that follows the grenades arc

#

Found some Halo referance material

indigo jolt
#

yeah Skifree

#

use a Velocity over time and have it cut out to zero right as things get to that point

#

@bleak rampart ideally you'll use a Projectile BP for that sort of thing. if you do that then your best bet for trails is usually Ribbon Emitter with a material that tiles a lot horizontally with interesting shapes + possibly some world-space emitting puffs of other particles/sparks etc

fossil swan
celest birch
#

holy hell

lusty sierra
#

wtf 😮

indigo jolt
#

it's weird that it looks so awesome that i can't actually conceive of a use for it

#

"Activate Spell - Angry Inner Skull that is Angry at his circumstances, but not an enemy combatant"

cold sorrel
#

"Horrify all enemies with in 12 yards, causing them to run in fear for 4 seconds."

#

That's the description for horrify in Diablo 3 which has a similar effect.

indigo jolt
#

ah alright i can go with that

celest birch
#

@fossil swan nice one ;D

#

i like it

#

looks really neato

manic mantle
#

hi guys

#

I would like to create a particle system when a huge stone hits the ground and dust blows out

#

do you know any example or tutorial like this?

solid whale
#

is it possible to use a sphere mask to apply or reveal a different material for another object, instead of masking completely? For example, when overlapping a spheremask with a rusty car, in the overlap it shows as a new car

#

making use of the two materials

fossil swan
#

ive seen it done, but how exactly... never tried it

cold sorrel
#

Isn't that doing what you need?

ashen stump
#

Nope, not dynamic is it

#

I'm guessing it's something tech-viz or something?

fathom lance
#

My beam emitter wont stop! Lifetime is set to 0.5 but it just keeps going

#

aha. emitter lifetime. its not fancy, but it works 😄

solid whale
#

Thanks @fossil swan it's a start

grand latch
#

crossposting from graphics

#

anyone run into this issue before?

#

for some reason a simulated / "in-game" session is causing materials, light functions, etc. to pan at a way slower rate

burnt marsh
#

Heya! Trying to change/make a new particle I'm using in a neural network visualization project. I need to be able to set particle lifetime and opacity (or perhaps a trailing end?) dynamically through blueprints. I'm currently using a beam particle, which doesn't allow for setting parameters for what I need, nor does it allow for using particle relative time node in the material, keeping me from going that route for a trailing end... Does anyone know of a tutorial for something that could help? Here's what I'll be applying the particle to, if it helps:
https://youtu.be/Sv3VHlLg698?t=13

Starting off 2018 with some dev work on Unreal Engine 4!

▶ Play video
amber timber
fossil swan
#

either some bp/code to always center it to screen, or attach it to player/camera and put it far far away.

amber timber
#

The emitter is attached to the camera but the particles arent as soon as they spawned

cold sorrel
#

are they localspace?

amber timber
#

they are in an blueprints so yes

cold sorrel
#

As in, have you ticked: Localspace in the emitter?

amber timber
#

blueprint with a scene root a mesh spring arm and camera

cold sorrel
#

by default all emitters are worldspace

amber timber
#

oh hm no let me see if that helps^^

#

im new in cascade im sorry ^^

cold sorrel
#

That's alright

#

😃

amber timber
#

where do you set this?

cold sorrel
#

Click outside the emitters to get the global emitter settings

#

Actually

#

scratch that

#

it's in the required

#

Too much jumping between engines :S

amber timber
#

okay that makes it somewhat better

#

i now only have problems witht he ribbon emitter following the particles

#

in cascade they work but in the blueprint i turned the emitter actor 180 degrees but the ribbons dont take that

amber timber
#

well got that working topo but it still doesnt look like the effect im looking for

#

how would you take such effect on any ideas?

fossil swan
#

are those all ribbons? could easily dothe same with some meshes and save a load of perf.

cyan furnace
#

hey guys

#

know those animations in buiding games when they make a mesh appear bottom to top

#

it's in a lot of games

#

any idea where to begin making one of those

#

something really basic would work fine

cold sorrel
#

@cyan furnace Something like that?

cyan furnace
#

yea

#

I saw this in unity too

#

no idea how to aproach it in unreal tho

celest birch
cold sorrel
#

It's a texture, a subtract node and a ceil/smoothstep.

cyan furnace
#

I will start work then

static ember
cyan furnace
#

thanks

static ember
#

In this tutorial I make the inner portion emissive. You may not need that.

#

@cyan furnace There are easier way to achieve this effect.

#

ways*

indigo jolt
#

ok got problem that Graphics channel couldn't address

#

any idea if it's possible to make a Character receive ONE DECAL but NOT ANOTHER DIFFERENT DECAL?

#

i've been trying to mess with Translucency Sorting, but that doesn't seem to do it

fossil swan
#

all i can think of is custom depth or so

indigo jolt
#

hmmmm custom depth

#

i'll see if i can figure out how that applies

static ember
#

You just want the different decal to be invisible?

prime quiver
#

Does anyone have any idea why just an ol' static mesh that's set to be static would not be casting a baked shadow?

#

Nothing special about it

#

even in the preview it just has no shadow

fossil swan
#

perhaps its disabled in the material part of the mesh? (in mesh viewer)

prime quiver
#

Nope, but from what I see disabling dynamic shadow on a mesh won't force it to cast a static shadow up-close

#

which I thought would be the case

#

so effectively there's no shadow at all if I am close to the mesh if I turn off dynamic shadows

#

even if both the mesh and the light are stationary

indigo jolt
#

pretty awesome, can have as many as 255 different "layers" on which various stencils do or do not apply

#

that's the basic material setup, create that setup then simply un-hook it and MULTIPLY those nodes they showed against your current material's Opacity stuff

#

and set the little float node to whatever layer you want to use

#

this means you can have a decal be visible on a character but NOT the ground...then have a different decal that is visible on the ground but NOT the character

#

ie - cracks on ground that don't project onto character feet + glowing lightning crawl on character but not on ground

worn dock
#

Need help

#

I download the TrueSky free trial and when i install it i don't see it anywhere in Unreal Engine 4

copper echo
#

How do I make it so I can manually rotate the particle in a blueprint editor? It doesn't seem to budge and I imagine there's a setting

indigo jolt
#

@copper echo do you mean A Particle or "A particle system"?

#

i can answer both, but there are conditions in which rotating a particle system will not work the way you want it to

#

like, are you trying to rotate it's initial position and keep it that way forever?

#

if so, you'd click the particle system in upper left, click the "viewport" tab, hit hotkey E (for rotate) and just rotate it there in the window

#

and/or click on the Transform set of values on the right under Details and change the rotation values there

#

if you start rotating it in there and nothing seems to change, then you may have to set some or all elements of your particle system to "Use Local Space" - this might just mean un-selecting Use World Space from a velocity module

#

if however, you want to dynamically rotate the entire particle system over time in your blueprint, throw on an Add Rotation node after the emitter and mess with that

#

or parent your particle system to something else in the blueprint and rotate that object 😛

copper echo
#

@indigo jolt Thanks! Got it to work with local space

indigo jolt
#

np

trim sparrow
#

im trying to make a wireframe shader in unreal 4 with a solid color under the wireframe, does anybody know how i can do that?

fossil swan
#

oh, interesting @indigo jolt

radiant frigate
#

wait you can use transform controls in cascade's viewport?!

fossil swan
#

no?

plain dock
#

has anyone used the Flipbook_MotionVectors node in the material editor recently? I'm trying to follow along with this tutorial and I'm just getting black from the Result and Alpha pins

#

not sure if the node is broken or if im doing something wrong

indigo jolt
#

@radiant frigate in Blueprint Viewport

solid whale
#

Does anyone have a good idea as for how to best light multiple sky sphere instances at runtime? I'm using a directional light right now but I'm having issues restricting the lighting to a specific volume without building lightinh

indigo jolt
#

@solid whale can you go into a little more detail on what EXACTLY it is you're trying to accomplish?

#

like game genre, level design, setting, intended visual results, etc

#

such as "I want to create 5 biomes and I want different lighting color in each biome" or "I am creating interior spaces and exterior spaces and the interior spaces are too light" etc

solid whale
#

I can do better

#

I have randomly generated biomes, and the player transitions through portals. It works well, but I'm having trouble figuring out how to best create lighting for each - right now they all have the same light source

#

Because the biomes are generated at runtime, I only have a template to work from but the materials and tpye (space or world) are generated at runtime

#

I understand dynamic lighting, but I'm not sure if it can be adapted to a dynamic skylight

indigo jolt
#

hmmm bake the lighting

#

and attach a dynamic light to your character only

#

that's one way

solid whale
#

baking doesn't work with runtime generation though, right?

indigo jolt
#

god that's complicated...

#

baking wouldn't do run-time shadow changes for anything baked

solid whale
#

my main problem is that the directional lights don't have a limit to their range, so they go right through other spheres and overlap

indigo jolt
#

i guess it all depends on how dynamic your environments are

solid whale
#

very dynamic, nothing is predefined

#

well, in the environment

indigo jolt
#

hmmm alright so what would you like DIFFERENT about the lighting from let's say "grassy area" versus space?

solid whale
#

correct

#

sorry, misread that

indigo jolt
#

like name a specific difference

#

you'd want

solid whale
#

a grassy area with a sunset sky should have orange lighting, while a space with a blue sky should be slightly blue

#

I could do that now, but I can't keep lighting to only one biome

#

I'm attempting to do this with a giant spotlight right now but it isn't wanting to work

solid whale
#

ok, so that was pretty dumb

#

The edit used to complain about having multiple skylights in the game

#

But if you load them programmatically, it doesn't case and it works fine.

lusty saddle
#

Hi, I'd like to know if it was possible to add a shader to a sky sphere ? Thank you !

solid whale
#

Herobrine, a skysphere is just a sphere mesh

#

1 sided, inverted

lusty saddle
#

So I just have to create a really big sphere mesh with inverted normal and put a material to it ?

#

ok, thank you 😄 !

solid whale
#

@lusty saddle you can just reuse the default sphere

#

create a childclass of skysphere or copy the constructor script nodes out into a new actor

lone wing
#

any way to do something like a decal on a unlit object

#

decals wont work on unlit objects

#

need an alternative

#

i think thats graphics not vfx

celest birch
#

I was working on a prototype for a "opaque translucency" shading model, that uses reflection probes in stead of actual transparency for transparency

#

this is just a test with a single cubemap, going to make a proof of concept now before turning it into a shading model

fossil swan
#

nice

#

good luck!

celest birch
#

The cool thing is that you can make the glass rough

fossil swan
#

@lusty sierra NO

lusty sierra
#

god dam.. lol

#

so err.. where in cascade does the vfx have the material set?

#

cause i cant find the fecker

fossil swan
#

required

lusty sierra
#

duh, the only 1 i didnt fucking click on haha

fossil swan
#

tssk

lusty sierra
#

but thanks, i can steal the smoke from the elemental demo now 😄

fossil swan
#

hehe

lusty sierra
#

for "testing" purposes only, im assuming it is in no way optimised

fossil swan
#

its not too bad.
though has some outdated options

lusty sierra
#

ohh, well i guess it'll do for now on my little test map, but that orange glow has got to go

celest birch
#

Whoa this effect is cool as hell

celest birch
fossil swan
#

oh man, that is really cool

#

I could also see this being valueble for a variety of vfx

#

would that be possible? it should right?

#

then again, id love to use it along actual transparency, but that might be overkill hehe

celest birch
#

I'm going to turn this into a proper shading model

fossil swan
#

you have my support. if you know what dallars are i'd send you some.

celest birch
#

You can give me an imaginairy one

fossil swan
#

Will do :p

main bay
#

@celest birch that dragon looks kick ass n8ce job on the blurry glass effect any woay to show the mat?

celest birch
#

It's a proof of concept for now

#

With the glass dragon you have to add a cubemap yourself

#

I'll work it out properly and then share the details on the forum!

main bay
#

Thanks

#

Its been a long while sinds i added a cubemap to things

#

Are you using fressnel to give more reflections on the steeper angels?

celest birch
#

For the dragon I'm using it to blend between reflective and "translucent", yes

drowsy lynx
#

I did something really simple in The Invisible Hours. Some whisky in a glass got a burry emissive texture which would be mapped in world space. it didnt look as cool as the dragon but similar (and the whisky+glass was small in the scene and covered by a hand, so it was ok) 😄

celest birch
#

Nice. Whatever with this kind of stuff. I'm trying to make it generic, so that you can just place it in any scene and it works

drowsy lynx
#

@celest birch so you update a probe, attached to the character and this probe gets updated every frame?

celest birch
#

No sir, I just sample a reflection in the direction of the camera

#

No additional overhead here 😃

drowsy lynx
#

ah ok! so an already existing probe tells the surface what to reflect - for example a bright spot behind the character - and you take this information and ... use it as emissive values? i'm sorry for the questions..maybe you already wrote the answers somewhere?

celest birch
#

@drowsy lynx Haha no worries. No, this is just a prototype. I literally just have a default lit material, Metalness and Base Color = 1, roughness = 0

#

this would normally be just a mirror material, but I manipulate the normal vector to always point away from the camera

#

and this is the result.

drowsy lynx
#

ah! now i understand 😄 very interesting!

celest birch
#

This is cool because it's also sort order inependant, because it is actually opaque

drowsy lynx
#

yeah this is great!

celest birch
#

I've compiled 4.18 from github, and over the week I'll try to make it a real shading model.

#

That way you could also tint the refraction. I think it could be a cool basis for all sorts of effects

fossil swan
#

i'd like to use it for particles for a personal project :p

drowsy lynx
#

ah, because right now you cant control the color which comes back from the probe?

celest birch
#

No, I don't have any control over it yet

little summit
#

oh, you guys are here talking about this

#

I just saw it on twitter 😛

#

Maybe there is a way to call the reflection buffer from within a custom node

#

that would open the doors to some fancy stuff within the material editor

#

in any case, the only difference between reflection and refraction in transparent objects is the incoming ray in the localcubemap function. Instead of feeding it a reflection vector, you could feed it a refraction vector. What you see in that gif, is effectively how a refraction material would look like with an IOR of 1.0

celest birch
#

I think Epic should definitely turn this in a shading model. I'm going to try myself first, we'll see where it goes

little summit
#

yes 100%

celest birch
#

💯

little summit
#

specially for mobile

#

it's very cheap!

#

I've recently created a shader 100% from scratch for GearVR that uses refraction and reflection from local cubemaps

#

and I believe the total instruction count does not exceed 75!

celest birch
#

Nice!

junior matrix
#

"This is cool because it's also sort order inependant, because it is actually opaque"
Wouldn't that make it worse than sort order dependent?

celest birch
#

@junior matrix can you elaborate?

junior matrix
#

Since it's opaque, anything you put behind it disappears, even if it wouldn't have been a problem in the sort order.

celest birch
#

Yes, but the idea is that you would use it on an object which would strongly distort, roughen, and/or tint what's behind it

#

It's not a replacement for actual translucency, of course

analog onyx
#

It is a good, time-proven technique. It would be especially useful on mobiles and ArchViz. Keep it up!

round fog
#

@celest birch duuude, that's awesome

lusty saddle
#

Hey ! I don't know if it's the right place to ask, but I'd like to know how expensive is a material instance.
Let say I have 1000 mesh to draw with the same material. How much more expensive is

  • have one material instance per mesh (so 1000 differents material instance)
    than
  • have one unique material instance shared by every mesh
#

Thank you 😃

round fog
#

@lusty saddle better asked in graphics

#

I'll answer there

lusty saddle
#

Ok, thanks

indigo jolt
#

@lusty saddle questions like this have a lot of variables that can distort the answer quite a bit. If you were to make an Unlit, Opaque Material and make 1000 variants of that (not as instances but just duplicates) and place them all over the level they'd show up as "cheaper" than 1,000 instances of a Lit Translucency material

#

if you want to really know the answer, you'll likely have to actually create a test level with almost no assets in it except the things you want to test

#

and experiment with replicating a whole done of one thing and a whole ton of another

#

and checking FPS, shader complexity etc

#

FPS don't lie

#

material instances in general are a cheaper way of doing things than having multiple regular materials, there is NO downside to Material Instances if that's what you're asking. there IS an upside performance-wise to Material Instances. but determining HOW MUCH of a benefit is a bit challenging as it's not substantial

#

having one unique material shared by every mesh is a good goal to have

#

via instances

lusty saddle
#

Yep, that's what Jan told me... I'll test it, but wanted to know how the instances were created, if it was just a sort of paramaters array (really cheap) or other thing

indigo jolt
#

right click on material

#

create instance

lusty saddle
#

I have a unique material but wanted to tweak it a little with parameters on each mesh

indigo jolt
#

yeah you should usually do that

#

it's good to at the very least have a Color parameter, sometimes you'll want much much more

lusty saddle
#

yes, but I have two solutions :

  • create, like, 10 or 20 instances and assign it randomly to meshes
  • create a truly random instance per mesh
indigo jolt
#

list of obvious things to add in Parameter form - Texture itself should be Texture Parameter, Color multiplier or a Float Parameter on a Hue Shift node (that's fun btw), a Roughness multiplier, a Specular Multiplier, a Normal Intensity parameter

#

what kinda meshes you talking about btw?

#

i mean trees, robots?

#

cows?

#

buildings?

#

i know it sounds weird, but most of the time when asking questions on these discord forums, it helps to get hyper-specific with the game-type, game description, assets you're talking about, how they look, how you want them to look - THEN we understand context of the problems

lusty saddle
indigo jolt
#

what works for trees may not work for cows

#

gotcha, and you want different colors on different buildings at the least huh?

lusty saddle
#

I want to tweak several probabilities and color on each buildings

#

yep 😄 !

indigo jolt
#

yeah this is a pretty perfect example of a situation where material parameters with a material instance will be best answer

#

if you were REALLY fancy you could make it so there's a giant chaotic texture-map grid like checkers and it references World Position, thus automatically declaring specific colors at specific locations on based on World Position

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but that's a huge pain in the ass to get right

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some buildings would be partly in one square and part in another

lusty saddle
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ahah, there's no texture at all, each window is generated within the material 😛

indigo jolt
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i meant a checker for inside a material that would tell the buildings to have a different ENTIRE color change

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but lets forget that

lusty saddle
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oh, ok

indigo jolt
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it's just the only way you could give everything the exact same material AND get different colors

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(which is totally possible)

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just annoying

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and more trouble than worth

lusty saddle
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I could generate the randomness inside the material, but it's quite heavy and my material is already pretty complexe

indigo jolt
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can i see an image of your material?

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the nodes

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screengrab, gyazo etc

lusty saddle
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It looks like this : (but it uses functions I created to create randomness wich are kinda complex...)

indigo jolt
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that's not bad

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um one issue - is the lighting in that scene what you'll have in general all the time?

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like is it permanent?

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because you could save a TON performance-wise by setting that material to "Unlit" and relying on the glow to provide all the color

lusty saddle
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What do you mean ? It's always night if this is what you meant

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I changed it to Unlit and that didn't change anything 😛 ! Is it better for the performance ?

indigo jolt
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yes

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much better

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😃

lusty saddle
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oh, thank you very much 😄 !

indigo jolt
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it appears from your material that you're mostly ready to go for making this into material instances

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i don't see anything particularly wrong, but i can't tell if you're using anything stupid because i can't read nodes

lusty saddle
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Woaw, my shader complexity just dropped a way I never imagine 0_o !

indigo jolt
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yup!

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like can you turn off those tabs and side panels and zoom in further?

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sorry i'm just very curious

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i doubt you've done anything tragic but you never know

lusty saddle
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So what's the differnce between Default Lit and Unlit, except the performance ?

indigo jolt
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default lit actually accepts light sources

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and means the areas that aren't glowy windows would have like one side of a building illuminated more or less based on a directional light in scene

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so if you were go to down to street level, the only light sources would probably be street lights and car lights etc and those would be lighting up the lower portions of the buildings possibly

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based on what i'm seeing in your screens you're not making this as a ground-level sandbox scene are you?

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what you're doing feels a smidgen stylized - like you're going for an 80's retro synth-wave feel

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am i wrong?

lusty saddle
indigo jolt
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i'm curious what you're using RotateAboutAxis to accomplish

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looks interesting!

lusty saddle
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when a building is 45° turned, I need it so that the windows are not weird shaped

indigo jolt
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interesting, so what happens exactly?

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like what goes wrong with windows when buildings are 45 degree turned?

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if those nodes not there?

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(sorry i'm not helping you here, i'm just fascinated)

lusty saddle
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Wait, i'll make a screen 😉

indigo jolt
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kinda hard to tell difference

lusty saddle
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windows on left are not squared, some are longer, some are only thin lines

indigo jolt
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oh i see the narrow bits

lusty saddle
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yes 😄

indigo jolt
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huh

lusty saddle
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I think nobody would notice it, but i noticed it 😛

indigo jolt
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are you using like a bump-offset type thing or something so the windows have fake depth or something?

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i'm not sure why they'd pinch up like that

lusty saddle
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no, there's no depth. it's because it's like a projection on every 4 sides. and if the projection is not aligned with the face it's project onto, windows won't be square 😉

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and for round buildings, it's another story, i don't use these "projections"

indigo jolt
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hmmmm, that's different. is there a reason the window glow texture can't just be assigned via UV's?

lusty saddle
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what do you mean ?

indigo jolt
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i'm trying to understand why the window textures are being "projected"

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with just regular UV's

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i'm curious what fancy thing you're doing there that is causing them to pinch - what is this "projecting" thing and why is it being done?

lusty saddle
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ok, i understand

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the "projection" is made inside the material. I use the word "projection" because it mathematically do a projection.
And I don't use UV because it stretch with the object. To generate my city, I have only 6 differents buildings. It looks like more because I stretched it on the Z-axis.

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I don't use UV/Texture or anything so that the stretched buildings have same windows size as the non stretched ones

indigo jolt
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ah i see, so you're using some sort of World Align Texture type solution

lusty saddle
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In fact, I use the object position and absolute bounding box of the object

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but basically, I use the world coord of each pixel, yes 😉

indigo jolt
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soooo here's a thought, might make material cheaper and give you a smidgen more control

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UV-tiling parameters

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for length and width

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independent

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also with the ability to ADD or Subtract in vertical or horizontal axis, to nudge things up or down

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as well as scaling them horizontally and vertically

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this would require a little bit of work to get each building's material instance dialed in, but it's probably cheaper

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functions are usually kinda pricey

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i mean i kinda dig what you've done - the whole thing with world-aligned stuff with rotation is actually really clever

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up to you though. what i'm suggesting would likely mean a different material instance for each different "scale" of a building. however, you probably want that anyway since a smaller variant should have some color variations

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to mark it as a bit different

lusty saddle
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Hum, can I do this with your solution ? (these are the exact same mesh, with the same material and same parameters, but the one on the right is scale down to 0.5 on Z-axis)

indigo jolt
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yup

lusty saddle
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Yes, that's the problem, I want all my windows to be the exact same size :/

indigo jolt
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just give them 2 different material instances

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and just scale up the Length UV parameter

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for one or the other

lusty saddle
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I see what you mean !

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But it's a little more complicated to implement, less flexible and as my shaders complexity are already realllly low (thanks to you), I think i'll stick to my solution...

indigo jolt
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yeah i understand

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i'm just giving you an option

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the issue i worry about with what you're doing is that based on where buildings are placed in world, you're likely having windows sorta sliding half-way to the edge of the buildings

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minor problem

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and the issue of a smdigen of cost, probably not a ton

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but i dunno what platform you're aiming at

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if it's mobile or VR, it's usually best to just be hyper conservative

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if it's neither of those then this is no big deal

lusty saddle
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no, I used a sort of 0-1 bounding box (but it's not 0-1), so if I move the buildings, the windows will be at the same place

indigo jolt
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ah alright no worries then

lusty saddle
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and it's for esport, so players should have a high end graphic card 😛

indigo jolt
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yeah i think you're fine

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it's pretty cool and inventive

lusty saddle
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thank you !

indigo jolt
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so one thing i'd now suggest is art suggestion if you want to hear it

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😛 it can be done in shader too

lusty saddle
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Ahah, always open to suggestions 😄 !

indigo jolt
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height based color shift

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this is extreme example

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but basically make it so buildings are one color at base, and have them fade with a gradient to another color towards top

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it'll look bad ass

lusty saddle
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Oh that could be nice ! I'll try that !

indigo jolt
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also you don't have to use hue-shift, you could do this instead with a Lerp Between 2 colors

lusty saddle
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but the height base color is a great idea, i'm going to try that 😄 !

indigo jolt
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basically - gradients are your friend

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based on your art style in particular

lusty saddle
indigo jolt
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ya that would be cool

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i'd tinker around a bit. if you google "neon sunrise city" there's a lot of col ideas

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like you could go this way

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or a few other ways

lusty saddle
lusty saddle
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Nice poster ! Well, there will be several cities in the map, i'll make each one a different color like, purple, rose, orange and cyan

indigo jolt
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you can make it "muted" a bit if you want to focus on the oranges/reds instead, but a complimentary color might make things feel even more interesting

lusty saddle
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i'm also working on animated holographic banners, and i'll made them in a bunch of different colors

indigo jolt
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the basic rule here is called "Split Complimentary Colors"

lusty saddle
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yes, i'll stick to orange/blue colors

indigo jolt
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it's essentially 3 colors you gotta pick

lusty saddle
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(gradient for both colors)

fossil swan
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(top right has "create from image" icon)

lusty saddle
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Thanks Luos 😄 ! I'll put some retro wave posters to get the color fingerprint

indigo jolt
fossil swan
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yea, even after 10 or so years its lacking a bit in that regard

celest birch
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LUOOOOOOS I HATE YOU I CANT AFFORD THAT!!!! @fossil swan

fossil swan
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<_< sowwy

crisp pendant
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hello to all, would have a few questions to anyone with great cascade and material knowledge 😃

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if someone has a bit time hit me up pls 😃

fossil swan
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just ask the question, eventually you'll get an answer 😃 (if all goes well)

crisp pendant
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ohh haha hey luos 😃

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well i feel like spamming then you know haha 😃

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im trying to accomplish Konflicts post on page 2

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made the material but it looks well.... different

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maybe cause of Engine edition?

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if someone could try would be great and tyvm in advance

crisp pendant
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Luos would you be able to reproduce the c++ calculation instructions into a material as konflict said?

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im just not capable of it 😄

fossil swan
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i couldnt code if my life and that of the world depended on it

ashen stump
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Lol

crisp pendant
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haha belive you 😄 but on materials you know your stuff 😃

ashen stump
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Materials != code != shaders

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(!= blueprint)

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I do the first and last, second too if not CPP

crisp pendant
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you took a look at the thread Goosey?

ashen stump
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Yup

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Just looked

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What's the reasoning behind not just e.g. baking a texture?

crisp pendant
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well it would be pretty dynamic

ashen stump
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What exactly do you want to achieve?

crisp pendant
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create pretty much the same galaxy structure onto cascade

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as particles

ashen stump
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Got that far, but what's the purpose?

crisp pendant
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just visualization 😃

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background

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ehmm decoration if you so will

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😄

ashen stump
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Yeah then don't go particles

fossil swan
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better to use images or so for that

ashen stump
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It'll be really expensive for just deco

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Use pre-made images for that

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Possibly with translucency

crisp pendant
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got you

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but it would need to be some type of....

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flipbook i guess?

ashen stump
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Does it need to move?

crisp pendant
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ehm.. yes 😄

ashen stump
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You could just have a bunch of moving cards

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The way smoke effects are usually done

crisp pendant
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ahh got you like some nebula stuff?

ashen stump
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Yup

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Gonna sleep now, hope you can get somewhere with this input

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Good luck :P

crisp pendant
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yeah totally ty ty going for that aproach

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good night

fossil swan
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So, for a clients game I want to use animtrails for their weapons. normally I'd add the animtrails directly to the animations but since their weapons can be elemental and I cant easy change the color of the animtrails in persona I am guessing the only way around it is a blueprint?

near blaze
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hey guys can anybody advise on creating a blood mist effect for a bullet hit not a splatter but a realistic mist and followed by a decal to hit the wall thank you have a productive day

cold sorrel
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Define realistic. Are we talking snuff films or is it the traditional indiemovie bloodpuff you are after?

near blaze
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yeah not snuff lol yeah spot on like a bloodpuff sort of look rather than over the top splatter

cold sorrel
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Yeah, realistic is often easier as you have to go high up in caliber before the mist starts to even be a thing.

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But for a puff you just need a super soft smoke/mist texture with one that's a few droplets. Hell there are default brushes in Photoshop that replicate it pretty well.

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As for the decal, grab a couple of paintsplatters on textures.com and mix and match them until you get the look you are after

near blaze
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thanks glad much appreciated i never though of using a smoke sort of effect ut it makes sense have a productive day and thanks again

vast path
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Hi guys, was wondering : how this "popping bubble" effect is made ? is it handpainted frame by frame or.. ?

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also, how would you make a circular mask appearing through time ( like for the symbols )

cold sorrel
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Yes, that's handpainted.