#visual-fx

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vast path
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Okay, thanks!

ashen stump
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@fossil swan Yup, that's gonna have to be code, I think

fossil swan
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I wish they added the option to expose particle parameters in persona. would save a lot of headaches

indigo jolt
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rotating squashed sphere + dissolve-type material

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could be image-sequence dissolve

cold sorrel
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I'd love to see the dissolvemap that gives such beautiful frames all the way through. Wherever you pause it, it has perfect hooks and points and no "half shapes" that usually give away a dissolve.

fossil swan
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unless its a very very well executed stepping fade out, but doubt that

cold sorrel
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For the frames, it would have to be a curated thresholdmap, but that comes with the shrinking frame limitation which you need to counteract by scaling up the sprite. That's not happening here since it's a WPOffset sphere.

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It would have shown up

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Sure you can get close with a thresholdmap, but not all the way

indigo jolt
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@cold sorrel i've been doing a LOT of work with dissolve materials lately, the most important work is done on the texture

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as long as you don't have any "flat" values - areas where several identical value pixels are side by side, you can get a really smooth dissolve

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essentially it just requires 100% gradients

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it can also be done sorta well with a different material that gets multiplied against the main dissolver texture

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in tandem it can be smooth

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it's the areas of adjacent same-value pixels that cause stuttering and aliasing

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if my current project wasn't still so much under wraps i'd share. but i'm focused very much on stylized spells with smooth dissolves like this

cold sorrel
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It's not not the smoothness I'm doubting. It's the shapes and their progression. Each individual frame is perfect, no inbetween iffy ones and it's progressing nonlinearly. So it's not eating into itself. I'm sure your effects are looking great, but I don't believe this one was made that way.

indigo jolt
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i don't think he did it this way either

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i think he he's just got a high frame rate of some really nice animations done in After Effects/Flash

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i just lean towards advising people to NOT doing that because it's so much more difficult and time consuming

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even though the results are really special

cold sorrel
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Oh, yeah totally.

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If I were to recreate it I would do it with a dissolve as well just because it's so mych quicker and easier to iterate on.

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To do it handdrawn you either have to be your own art director, or fast enough that you can do the inevitable changes quickly

indigo jolt
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yes, very high skill operation

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btw while you're here Glad - what do you think is best way to make a ring of smoke bits to spawn in a ring without having them randomly bunch up in some spots

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and create gaps in others?

cold sorrel
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Sphere location not giving you good enough spread?

indigo jolt
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simply using a Cylinder location module with "Surface Only" for spawn just has too much randomness

cold sorrel
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gotcha

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Have you tried a mesh?

indigo jolt
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that's honestly my next probable approach as this is already using mesh emitters

cold sorrel
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If I recall correctly you can spawn sequentially on those right?

ashen stump
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Thought so

cold sorrel
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Haven't opened unreal in a couple of weeks

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so I'm not sure

indigo jolt
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yeah, i'll probably just have to create a "smoke ring mesh"

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not favorable but i guess that's the cost of trying to kill off randomness

cold sorrel
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Yep

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That's a price for stylizing effects ๐Ÿ˜ƒ

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Can't get away with general areas of smokiness

indigo jolt
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yes, i can't afford to just spam a billion clouds so it looks like a mesh is in order

cold sorrel
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I'm stuck in stylized VR land in Unity.

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Meshemitters, meshemitter everywhere

ashen stump
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I'm sure @fossil swan can tell you all about the pain of stylized particles in ue4

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If you don't want to be tagged btw, just say so

fossil swan
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s'all good.
im just happy that for one client I have a personal artist drawing flipbooks all day.

indigo jolt
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dammit

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envious

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i love that sort of stuff

fossil swan
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yea me too, ive been trying and practice it but.. so far no luck.
doesnt help I barely have any time, and huge gaps between practice sessions sucks

indigo jolt
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btw, what's the best UV solution for World-Aligned textures that have good Object Rotation built in?

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i've messed a bit with "LocalPosition" but not sure what node setup math-wise will work best in regards to the 3rd channel

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hah! nevermind, Luos, found your material function going to try that

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ya that's the ticket

fossil swan
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๐Ÿ˜ƒ

fossil swan
mental quiver
ashen stump
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How well does that work outside the preview thingy though? E.G. in a dynamic scene with moving actors?

indigo jolt
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i imagine pretty well, refraction is a reasonably strong point for UE4

fossil swan
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that is so sexy @celest birch that I am borderline nerdgasming

indigo jolt
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is it weird that i'm more impressed with that dragon sculpture than the shader?

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that's a really really good sculpture

fossil swan
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if im correct its one of the generic ones you can download

indigo jolt
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very skillful download work then

fossil swan
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fo sho

indigo jolt
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alright got a little bit of a shader problem that i'm fairly certain there's an answer to

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"how to make a gradient Bottom to Top" on a material that keeps it's range limited to the object's size and stays aligned to the world-up/down

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even if it's rotated like you see on the right

fossil swan
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i have a function for that I think, but just closed everything to go to bed.

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bed now though.

indigo jolt
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ok!

indigo jolt
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ya this appears to be it, thanks!

indigo jolt
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ah dang, so close

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it kinda works, but it sets the object size and position based on where initial emitter location spawns

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which is real wonky

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i dunno why it does that

valid stag
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hey guys

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Is there any chance that i can leak AO in UE4 to direct lighting?

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I know the trick with postprocess, but it applies AO after everything (like volumetric fog and particles)

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and i need AO injected after lighting but before transparency

fossil swan
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thats a bit more for #graphics I think, but im not complaining

indigo jolt
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aaaaggh i got best cartoonized smoke i've ever done before now

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and can't show yet!!!

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it's not flash-quality but it's 95% there

cold sorrel
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Set the max collision distance

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On the collision module

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under performance

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np

indigo jolt
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i need to get that detail tattoo'd on my body somewhere

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i always forget that collision distance thing

cold sorrel
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Good!

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It's too damn expensive anyway

indigo jolt
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well yes, better to just spawn an entirely different emitter based on collision data from a blueprint projectile or something usually

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one collision, not 100

bleak rampart
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hmm, cant find a way to set a beam source actor via blueprints. Only define a point. I want it to follow the actor i set without updating the coordinate manually each tick. Am i missing something ?

topaz wind
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Can anyone here give me any tips as to why moving lights in volumetric fog looks bandy and leaves smearing trails?

junior matrix
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Volumetric fog updates slowly. It uses temporal reprojection to fake updates for camera movement, but it can't do the same if you're moving lights as well.

tawdry light
cold sorrel
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Scroll a noise texture along the beam

tawdry light
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in the beam material?

cold sorrel
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If you are using cascade beams, yeah

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But then, you are pretty much screwed anyway ๐Ÿ˜›

tawdry light
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how come?

cold sorrel
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The built in beams are awful

tawdry light
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mm

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so is there no way to make the noise function smooth?

cold sorrel
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Don't know. I avoid them if at all possible

tawdry light
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mm

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dam

fossil swan
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same

tawdry light
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How would you guys tackle something like this? If not via beams

fossil swan
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you can play around with the values a little, I managed to get it smooth one time, but as I always avoid em..

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you could download UT4 trough launcher, they use a mesh for it in their linkgun

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heavily relies on a proper shader and very confusing blueprint

tawdry light
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ahh

fossil swan
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but it def works neat

tawdry light
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mm

fossil swan
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(yes, ut4 comes with its own editor)

tawdry light
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although, with a mesh.. would i be able to bend it like in the video procedurally? based on viewing angles

fossil swan
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yea, it does so with the linkgun as well

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bends, wiggles, and more.

tawdry light
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hmm

fossil swan
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since you can link linkgun beams for crazy effects

tawdry light
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wow

fossil swan
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(and even link to the biorifle alt blast)

tawdry light
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i'm not very good at modelling, guess i must get better now

fossil swan
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its mesh can be fairly simple, even just a cylinder when you start

tawdry light
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mmm

fossil swan
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but it does need a lot of picking apart the material, mesh, cascade, and blueprint

tawdry light
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earlier glad mentioned using scrolling noise

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would that work?

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maybe i can use world position offset in the material

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^ nvm

fossil swan
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that would really mess it up on movement

tawdry light
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yeah

celest violet
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hey guys, how can I add parameters to particles ? for example I want to change from blueprint radius of my particle system

fossil swan
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you set the distribution to Blueprint something

brittle monolith
fossil swan
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@brittle monolith you need to componentmask the the multiply going to the add

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or replace the add with a multiply

bleak rampart
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i got this honey comb texture from the starter content. (Tech Hex Tile M) If you look in the green channel you get the outlines of the hexagons. Take that one minus and you invert it. What i'm now trying to do is to have some of them flash on and off, any idee how to procede ?

ashen stump
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Take the sine of time multiplied by how fast you want it, then use that as input in a lerp between that texture and 0

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@bleak rampart

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(Or something like that, not 100% sure what you're trying to do)

bleak rampart
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that makes all of indivual hexagons flash. I'm looking for a way to just have some of them flash and others stay the same

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@ashen stump

ashen stump
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Ah

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You're gonna need a mask for that, then

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And then use that as another multiplier for the time

brittle monolith
bleak rampart
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@ashen stump Yea figured as much, but what i have right now is just a texture that is all white. I'm looking for a way to multiply it with a noise and what ever noise texture (white) overlap with the hexagons the whole hexagon and not just a part of it needs to turn white.

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if that makes seens

brittle monolith
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Hey guys, how do you randomise noise, my flames look identical

fossil swan
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dynamic parameter in material editor & cascade controlling something random like uv-offset or whatever

ashen stump
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You could use absolute world position to offset the UV

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So basically what Luos said, except it's more or less per-instance random, instead of per-material-instance random

stone verge
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per instance random works on Instanced Meshes only

ashen stump
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I meant it as a normal statement, not in reference to the node

brittle monolith
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@ashen stump how do you do that in practice?

ashen stump
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You do more or less exactly what I said

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You get absolute world position

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You add or multiply or whatever that with the UV

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And then you use that as UV input

brittle monolith
cold sorrel
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Using Worldposition to offset uv distortion will only work if the instance Never moves.

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If it's a particle just add a dynamic parameter between your panner and the multiply. Give it a random value at birth.

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Done

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If it's a static mesh that won't move: take the frac of your objectworld psoition and add it between the panner and the mult

fossil swan
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set it to spawn time only

cold sorrel
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Hence the "at birth" comment ๐Ÿ˜‰

ashen stump
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Ah, it's a particle?

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And yeah, my bad, somehow I was thinking that world-pos was 0-1, which it obviously isn't

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(Damn sobol confusing me)

celest birch
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@fossil swan quick question, i've made a fire effect and it seems when i put it on an egg shape it doesnt tile around the mesh and it also sits at the bottom would tiling be the best way to fix this?

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@brittle monolith nice fire, did you get that from the RIME breakdown?

ashen stump
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He did

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And don't put it on an egg-shape?

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I'm not sure what you're trying to get and what the problem is though

indigo jolt
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i think your mesh emitter simply needs to have Mesh Camera-Facing enabled, and probably locked to ONE rotation axis so it just faces camera when walking around, but still only faces upward

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if i'm understanding problem correctly

brittle monolith
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@celest birch That's right, RIME breakdown.

celest birch
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@ashen stump @indigo jolt im just trying to give it more of a 3d look

ashen stump
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Considered using a cylinder instead?

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Possibly two cylinders, one being smaller and placed inside the other

indigo jolt
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instead of using an egg shape, i'd use one HALF of an egg shape, set it to camera-facing while locked to a vertical axis (like a globe), and add in ONE MORE piece of geometry somewhere behind it

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spaced back a bit

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so then as you move around you'll get the sense of depth from seeing the spacial difference between foreground/background flames

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the other piece could literally be same Half-Egg shape, just inverted and rendering on opposite side

brittle monolith
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Yo guys, is the Zelda fire volumetric?

eager edge
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Maybe is the facing camera option

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try switching that off

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Btw guys

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is the particle in the last attack

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primarly a 3d mesh particle with a saturated texture/material

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or just a sprite based particle?

cold sorrel
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@brittle monolith No. The Zeldafire is a z-offset sprite and depending on which fire you are looking at, some are axislocked aswell. I looked into it quite extensively when recreating it a while back.

brittle monolith
cold sorrel
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The Zelda Fire has very limited movement influence. A limited counter rotation of the sprites, but that's it

brittle monolith
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Would you do the movement with a dynamic parameter?

cold sorrel
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Could do

brittle monolith
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Or maybe a ribbon

cold sorrel
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All depends on your endgoal

drowsy lynx
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@brittle monolith zelda uses a bent plane oriented to the camera similiar to this one: https://twitter.com/klemen_lozar/status/948590985419767810

New year, new tips. When you have a camera facing mesh with a panning effect, offset it in a world space direction to mimic wind, this helps make it appear more 3D. Works great for a dirt cheap barrel fire, no sprites no subUVs. #gamedev #indiedev #UE4 https://t.co/fwKcbvmsdN

Retweets

3513

Likes

12471

โ–ถ Play video
cold sorrel
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@drowsy lynx Are you sure about that?

indigo jolt
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i think zelda is going lower tech than this, but i like this solution

cold sorrel
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Yes

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Zelda uses a Z offset sprite

indigo jolt
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ya based on that earlier gif it does indeed appear to be totally flat as a sprite

cold sorrel
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It is. If it used the technique Simon suggests it would hold up when looking straight down at it, which it does not.

indigo jolt
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sooo since you're here Glad, maybe you might have answer to pressing question relating to smoke/fire/particles.....

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any idea how to get the generalized nearby color of environment onto a particle?

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as in, color sampling the terrain directly below particle, and sending it to the material?

cold sorrel
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Haven't tried it in Unreal

bleak rampart
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I got a problem, i could use some help. My particle is set to use local space but the flames still correct themselfs to the velocity world orentation. The small particles are working correctly as far as i can tell they are both set up the same.

cold sorrel
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Also, the color approach is often a bit, finicky

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Sampling the material and having a material version of the effect is usually more reliable

bleak rampart
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(FYI one is a GPU spite the "flames"/"beam" isn't

indigo jolt
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yeah i think generally speaking you are correct and that i should just get ONE color that relates to the level at hand

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which is what i currently have

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sometimes Art Director wants things and i just want to be able to say YES

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๐Ÿ˜›

cold sorrel
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Just show him an example where you spawn an effect on the border of dirt and grass and watch it flicker like a 90s rave

indigo jolt
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hehe that's a good point

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i'm currently just illuminating some smoke mesh bits via SlopeMask nodes

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(as in not actually illuminating or lighting at all, fully unlit)

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but it kinda fakes it

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and i'm faking bounce lighting same way from below, but it's currently just a color node

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i don't suppose there's an affordable way of doing "Unlit Screen Space Reflections"....

celest birch
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SO how to make one room pitchblack darkness while I have my unmovable skylight?

analog onyx
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@celest birch Bake it.

celest birch
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pls real answers

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that doesnt work

analog onyx
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Taht is as real as it gets, Sir

celest birch
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tried 1million times

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see i have a room without windows and i have one point light there. I want it to be pitchblack and not affected by skylight

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there is no windowss

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so skylight disabling is an option

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but how to do that?

celest birch
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If you can't see outside the room, then just make a trigger volume that sets skylight intensity to 0

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@celest birch

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yeah

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tried that but cant understand how to do it

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I have trigger volume but dont understand why i cant put blueprint to it

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ahh level blueprint

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Was about to explain but seems you like you got it now

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๐Ÿ˜„ thanks though

fossil swan
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also for future reference, generally lighting discussions are done in #graphics

fossil swan
mental quiver
celest violet
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hey guys, how can i use Distribution vector particle param as vector uniform ? I need this for initial location to be a box and to be defined by params

pseudo elm
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Has anyone here passed TextureObjectParameters between custom hlsl nodes and can give pointers?

brittle monolith
fossil swan
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yea, Jason is also a great vfx artist

pseudo elm
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RIght. If anyone was interested in my problem from yesterday I realised the solution. There is a SamplerState input generated for a custom node that receives a texture object parameter. This is injected after the Texture parameter and disrupts the order and number of input parameter of the custom node. In order to call a custom expression from another custom expression you need to send in both the texture and the sampler. I hope the picture explains it better than I can. I added the custom HLSL below the nodes for clarity.

valid matrix
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Hello everyone!
Can somebody give me a tip on Set Beam Target Point node?
Trying to get it work but it's quite strange
My beam data particle has target node set to User Set mode to 3d const vector + absolute space
I am trying to set position before particle system activation, but it always points zero

celest birch
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I have a material for my landscape. It has layers that will use masks.
The layers show up correctly, but when I right click and import from file, nothing happens upon import.
It says it has the texture, but when I visualize it, it shows nothing. If I export the texture it's just a white box.

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Anyone know anything I might be doing incorrectly?

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Also importing the file type PNG

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I think I got it.
Didn't select no weight blend

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Yup. That was all

celest birch
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hello ๐Ÿ˜ƒ

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is a skybox attached on player ?

lusty saddle
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@celest birch : I don't think so... but you can manually attached it to the player

celest birch
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do particles have physics?

cold sorrel
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Is this some kind of a deep existential question I don't understand?

ashen stump
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Ikr

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Sure sounds like it

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xD

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Is a skybox attached to the player...? I don't know.... But... Do particles have physics...? So many questions, so few answers...

cold sorrel
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How many navmeshes must a man walk down?

ashen stump
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None, the player doesn't need navmeshes

celest birch
candid wagon
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Hey particle masters. I'm creating a rain GPU particle system, but my camera is at a 45 degree angle, so my rain looks...crooked. Is there a good way to make the rain fall downwards instead of camera-down?

indigo jolt
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make rain particles Velocity based

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and set the velocity to whatever you want

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you're probably doing camera-facing

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which is no bueno

candid wagon
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What I have is the initial size, z is stretched. But this only really works if you're looking at the rain from the side

indigo jolt
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ya i know

candid wagon
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So how can I stretch the particle based on velocity?

candid wagon
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Sorry, I'm new to cascade

indigo jolt
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click on that Required thing at top of emitter

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then set Screen Alignment to PSA velocity

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next you'll have 3 scale values in initial size - X, Y, Z - it'll be your Y value that will be scaled up for length

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if your texture isn't aiming the right direction to begin with, it won't work at all

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you'll understand rather quickly once you try this ๐Ÿ˜›

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if your texture of a rain drop is a horizontal shape, that'll probably make a bad rain drop

candid wagon
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No its a sphere. It works perfectly! That was it

indigo jolt
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and it may be upside down. if these are the cases - you'll need to modify the texture or at the very least rotate texture inside material

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yeah if it's a sphere you're in safe zone

candid wagon
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Wow there's always a button or option for everything. It's just a matter of finding it

indigo jolt
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yeah welcome to the rabbit hole

candid wagon
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Now on to the lightning...

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Thanks for the help

indigo jolt
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np

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good luck

jolly leaf
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Hey guys, I have a quick question --- Is it possible to have multiple global vector fields at once, overlapping? I have two vector fields in a scene and only one is being applied to my particles.

indigo jolt
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as far as i know, yes

fossil swan
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up to 5 can affect eachother

indigo jolt
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that's a better answer

jolly leaf
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@fossil swan @indigo jolt Thanks for the answer!

fossil swan
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but unless you have really radical different ones with --depending on scale-- proper density vector fields, you might not really notice

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also depends on strength and what not

jolly leaf
indigo jolt
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nice. that's an excellent set of swirlies

inner flicker
junior matrix
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Is it just me or does that "advanced" glass shader have no translucency?

mortal lily
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everyone can put "advanced" in the description to sell their stuff. Doesn't mean its actually advanced stuff tho ๐Ÿ˜›

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esp. on UE4 marketplace ๐Ÿ˜„

analog onyx
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So guys, how would I make a chain drive animation like that one http://prntscr.com/i3f147 Having in mind two things: 1) mesh with panning texture won't be an option, the object occupies large screen portions 2) Need an ability to have arbitrary number of these in the scene.

Lightshot

Captured with Lightshot

mortal lily
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I suppose arbitrary implies skel meshes are out of the question as well?

analog onyx
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Yep. Need to be able to make the chain in editor, of any length and ratio

fossil swan
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along a spline is only thing that comes to mind

inner flicker
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I can think one pretty hacky way

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it involves having two half circle chain meshes and two straight pieces and calculating the movement on code (you only need to move the half meshes for one chain length to give illusion it's spinning)

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I mean, as long as you don't need any marks on the chain that can differentiate the position, in that pic, every chain piece is edentical

analog onyx
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@inner flicker Could you kindly elaborate a bit more in detail?

inner flicker
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if you think about the chains, they look all alike, right? and to give illusion of a motion the need to seem like they are moving each frame, your eyes can't separate the individual chains so you are not forced to actually move the chain more by one chain length max

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but, math to figure out how much to more each frame could be tricky

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if you look at that, you could have those 4 elements as separate meshes

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for straight pieces, you'd need to figure a way to extend it

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the end pieces would only need to rotate for one chain length max until they return to the initial position

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again, this is pretty hacky, I dunno if anyone would do it like this

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@analog onyx

fossil swan
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I was thinking of something similiar, but in addition use allembic to make one chain move, having the side thats moving forward dissapear and the end part appear. put multiple in sequence and it should/could look like an endless chain moving

analog onyx
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Pretty neat idea that you can actually combine the middle pieces in a single component and move it only one section. Thanks. @inner flicker So far I haven't found anything better than having a ton of individual indstanced static meshes and updating transforms of every each of them every frame

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I'd probably consider animating everything in vertex shader but that does not work well with given vertex count

fossil swan
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well as Olente suggested you could probably seperate it in 4 or so pieces.

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still be a challenge nontheless, whatever you end up trying

analog onyx
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Yeah, Olento gave a nice idea rotating the half circle parts as single meshes instead of having unique bits there. Even if worst case scenario, following that logic will be way better than what I initially planned, thanks.

valid stag
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well.. moving them along spline?

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like people do with tank tracks

inner flicker
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spline meshes are expensive to compute every frame

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I think @still delta did tank threads by moving instanced static meshes along the spline

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if I remember right, it was still pretty expensive that way

analog onyx
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Not expensive for a pair of tracks, but yeah, might be prohibitive with hundreds of objects

inner flicker
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his tracks were all dynamic tho so you couldn't even bake the data

analog onyx
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Might actually avoid ISM all together. The way 0lento suggested is.. what? 8-16 draws per chain ? seems okey

brisk wedge
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not sure how well that works with a chain, but cant you make a material with a panner node?

analog onyx
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Not really. At least not for LOD0

whole plinth
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Hi everyone!
I've got a problem that's driving me mad, and I wanted to ask here before spending more time on it

I've got a particle system that works fine on Epic. But if I downgrade the effects scalability settings, one of its particle emiters just doesn't render.

So.. is there any parameter to handle the scalability settings in the particle editor?

(PS: I thought that maybe the Quality Level Spawn Rate Scale Parameter could do something about this stuff, but I just can't change its value...)

inner flicker
#

@analog onyx actually, you could just rotate full circle chains on both ends but mask the inner parts to not render, that way you could actually rotate the cogwheels along with them

#

then you'd only need to sync the middle pieces in right positions

#

although, not sure if that will make it much simpler

#

also probably tricky to mask that properly

still delta
#

@inner flicker actually I donโ€™t think itโ€™s expensive, the only "expensive" part is getPointAlongSpline function that simply not optimized in UE4

#

and it's not optimized in a way that it doesn't exploit coherency of queries on the spline.

still delta
#

And for chain configuration like that, most of the links will be on the same part of spline all the time. So that can be cached.

But you donโ€™t need to use spline for this at all, just two half circles and two straight lines, as each link need to be moved to distance of a single link and then looped. With tracks I do full loop so later I can break them and unfold on landscape.

fossil swan
#

@whole plinth check emitter Lod's and significance level

inner flicker
#

@still delta that's pretty much what I suggested, no?

whole plinth
#

@fossil swan
Hi!
I've made a little research, but I don't fully understand what implies the significance. It's set as Critical (which I assume it's wrong)

I don't know how to associate the LODs with the Quality Settings, so I suppose that the significance level has to do something with it (setting a different significance level for each LOD)

#

If that's the case, I suppose I could change some parameters in my emiter for each diferent Quality level, which would solve my problem...

still delta
#

@inner flicker I thought you mean a vertex animation done on 4 sections of chain

whole plinth
#

(I solved the issue with the particles unchecking "Apply Global Spawn Rate Scale". I actually don't know exactly what it means... so if anybody does, I would be grateful ;D)

#

(Now I can see all right my particle emitter in any Quality Level. But as I said, I don't know exactly why...)

frank peak
#

Should I texture a mesh first or light map ?

#

(Blender)

indigo jolt
#

i'm going to roll the dice and say "texture first" - although the vagaries of this question and this situation are alarming

fossil swan
mortal lily
#

just one punch but ninethousand screams ๐Ÿ˜„

vivid dragon
#

Needed to ask something

#

I have this advanced landscape material

#

And i have water caustics in It as well

#

so i wanted to ask is there a possible way for me to create multiple instances of a material function to adjust colours fo individual places without having the user to dive into the node editor ?

analog onyx
#

@vivid dragon Potentially, you should be able to assign individual material instances to different landscape components, so yeah.

indigo jolt
#

Yup can do that. Need to add input nodes to functions though and put colors in main material or they won't have unique parameter names

#

No unique color nodes = no way to assign unique colors

#

Functions have inputs and outputs for scenarios like this

pseudo elm
#

Quick question: Can I have GPU particles that are attached to an actor? I.e. can I have particles that are local to the emitter and not just spawned in worldspace?

karmic kraken
#

@pseudo elm CLick on the required tab of the emitter and activate "use local space"

fossil swan
#

@pseudo elm you can emit gpu particles on the surface of a skel-mesh, though the PEX plugin on marketplace and popcornFX can do more than that

#

or, if thats not needed. Tyrus's suggestion works

pseudo elm
#

Thanks! I just need them to attach to the actor though.

tropic mauve
#

okay..question that google isnโ€™t answering for me.

Exactly, like, how are special effects made? How do you turn nothing, into something? How do you create your own explosion? Do you just trace a picture of an explosion and then animate it? i donโ€™t understand the process in making visual effects, and thereโ€™s no way iโ€™m paying thousands of dollars just to add some simple ass small effect into my game you know?

#

so, could someone point me in the direction of where and how and what is used to make special effects? thank you!!

tropic mauve
#

iโ€™m literally still searching the web. i want to know how people create realistic looking effects. i want to know how someone creates a nuclear explosion animation look incredibly realistic without ever having to capture the footage yourself. HOW!!

minor fog
#

Well. They study and experiment for 4-6 months while they deconstruct existing effects.

#

Then they learn how to make them for a year or two and refine their tools and learn more outside programs to generate better base content for things like explosions.

#

Then if they are really good they get a job as a studio doing effects

#

Thats how it's done.

junior matrix
#

I thought they just threw a crapton of smoke particles at it.
And when that kills the framerate, they dial back the number of particles until it still sort of looks like an explosion but doesn't kill the framerate.

tropic mauve
#

@minor fog But, how do they make it? Do they piece an explosion together piece by piece, color by color, and animate it frame by frame?

minor fog
#

get some effects.. open them up. start learning.

#

its really that easy @junior matrix you arent far off! hahaha

real ore
#

@tropic mauve To give you a more technical answer, even though I'm not a VFX artist myself.
There are software packages that have so called solvers, there are different ones, but let's assume you want to make an explosion.
The sofware (Houdini, FumeFX and many more) will simulate particles based on parameters you have chosen.
You can then animate the state of the individual pieces of your simulation by telling the software to alter certain parameters over time
In order to make them production ready for a game, you would normally have the software package export each frame of said particle simulation into a texture atlas which then can be read and animated within UE4s Particle System.

#

Please VFX gurus, correct me if something's wrong about my description.

fossil swan
#

sounds about right

mortal lily
#

tho i would put pfx and tools like houdini in a different category.

#

*PopcornFX

real ore
#

Yeah very true, Houdini is a goliath compared to PopCornFX

mortal lily
#

Its also an runtime solution for particles, while Houdini, Maya, krakatoa etc are tools with actual solvers for fluid sims etc.

real ore
#

Absolutely, makes perfect sense to make that distiction

analog onyx
#

Any reliable workaround to drive particle spawning location by texture in stock engine ?

cold sorrel
#

@tropic mauve I cover this very topic in this course: https://www.pluralsight.com/courses/houdini-vfx-games

Have you ever tried to create an explosive effect for a game engine, and not had a clue where to start? In this course, you'll learn how to create all the content needed to create an explosion effect in Unreal 4. Software required: Houdini 15 and up, Photoshop, and Unreal Engine 4.

#

It won't get you any awardwinning results, but it'll get you started on the How

minor fog
#

@cold sorrel nice. I just recently started studying Houdini at a VFX school part time

plush thunder
#

Hey

#

ivde made this particle portal thing

#

and i was wondering

#

is there a way to make have some width? Instead of being a 2d plane

keen rock
#

You could use mesh particles

indigo jolt
#

yep mesh particles, think camera-facing Dome (like captain america's shield) or camera facing half-tube. it's generally good to use primitives that have some sort of camera or velocity-facing and open-geometry rather than fully sealed off cubes/cylinders/spheres, this way you can get a precise silhouette rather than having the texture "fold over" at the edges.

#

there are exceptions to that obviously, but it's just so tragic how often people try to leverage the 3 dimensional nature of mesh particles...but then allow the geometry to ruin the silhouette

polar loom
#

what settings i need to apply for particle system for volumetric fog?

#

ive read to give some time and size, and apply material, but these dont help me

celest birch
#

Is your material domain set to Volumetric?

polar loom
#

yes

#

it works on static meshes, just not on particle system

#

eh, figured out, you could apply material in different places in particle editor, i placed in wrong one

gray inlet
#

somebody please write a proper HLSL shader editor for UE4, I am getting sick of the material editor for complex stuff

fossil swan
#

so for a project I need to use animtrails and ribbons. these are attached to the character in the animation/persona editor. but specific weapons need a specific color. what would be the easiest way to set them up? the weapons are meshes attached to a socket.

ashen stump
#

Hook the ribbon trails etc to the weapon as children, make them use a material set up for that specific weapon?

#

Not sure on the specifics of animtrails/ribbons

#

So can't help much more than that

fossil swan
#

there are hundreds of weapons, doing that would be a shitload of work

#

instead of one ribbon per type of weapon in the animation

ashen stump
#

Well

#

You could make a material parameter and edit that through blueprint depending on the weapon โค

fossil swan
#

yea, the coder wants to make a datatable and IF weapon X is equiped get Y color and pass it onto cascade

#

not sure if datatable is the right word

ashen stump
#

Or not a datatable, I'd say that's overcomplicating things (unless all the weapon stats are in a datatable)

fossil swan
#

"list"

#

they are

ashen stump
#

Data-table being glorified excel sheet imported into engine?

fossil swan
#

code though, no bp

ashen stump
#

Or just an in-editor list

#

Same thing

#

Very few things you can't do in C++ that you can do in BP

fossil swan
#

true

#

all weapons/equipment are in a big list already

#

so adding color per weapon isnt too hard

ashen stump
#

Yeah, might as well

#

Just pass that color to the material or whatever and it'll be fine

fossil swan
#

now the hard part, the more unique weapons have unique shapes so we'd need to tell which sockets to use, and still be able to control the start and end time of the animtrail

analog onyx
#

I assume that weapons were not authored(rigged) having anim trails in mind ?

fossil swan
#

nope

#

we'll probably end up having a set of sockets on the skelmesh for each potential type of weapon and assign the ribbons trough some code to the right sockets.

#

shouldnt be more than 10 sockets

#

if I could code I'd make a plugin where each weapon's material/instance had a tag which would tell the ribbon what color to have/sockets to attach to in the animation editor

analog onyx
#

I would probably write a script to automatically process all the models in content creation package to place the end socket.

#

As for weapon colors... I don't really see a complication here. Should be particle color.

#

Building a data table with weapon-> effect color, ribbon end point seems good.

fossil swan
#

ribbons only need an end point

#

animtrails need two

bleak rampart
#

I'm making a "nanobots" grenade that explodes on impact and spawns some particle system within an area that heals teammates robots and damages enemies within the area. I'm looking for reference material for something that could fit well with what i'm trying to do, any suggestion ?

fossil swan
#

google chaff grenades

near blaze
#

I need to create a blood puff for a headshot effect but then for said blood to hit the wall and drip how would I approach this multiple linked particle fx or particle to decal

cold sorrel
#

Spawn decal on particle collision event.

#

Use a misty sprite for the puff and an invisible particle to drive the collision event

lusty sierra
#

can you change a particle colour via blueprint ?

mortal lily
#

ParticleParameter should do the trick

lusty sierra
#

brill ty ๐Ÿ˜ƒ

cold sorrel
#

Have the unreal ribbons been nerfed lately?

#

I'm having more issues than usual with them

unkempt jacinth
#

@cold sorrel what version are you on? what kind of issues are you having?

cold sorrel
#

4.16

#

Just, weird stuff like a constant intial size acting like it's a uniform and so on.

#

Recreated it and I got rid of most of the weirdness.

#

And plenty of snapping when it loops, but I guess that may always have been there

unkempt jacinth
#

I've got 4.17 running. I can put something together for a sanity check if you want..

cold sorrel
#

That's ok! I've got the emitter to where it needs to be now

#

Thanks though!

unkempt jacinth
#

Okie dokie!

#

Quick question - Can I use events to constantly spawn particles from an event generator? I want to have the classic film sparks from an explosion but it seems I can only spawn on birth or death.

cold sorrel
#

Oh you want actual subemitters!?

#

pfft, what do you think this is, 2018?

#

afaik that's gonna need verteex anim or bp

unkempt jacinth
#

bleh.

#

Thanks for the info.

cold sorrel
#

Hehe, sorry I'm just being mean.

#

You could do it with spawn location right?

#

Or do you really need the events?

unkempt jacinth
#

Nope. I just want 2 or 3 spark streamers to add to the overall effect. I don't care how I do it.

cold sorrel
#

Yeah, classic 80s/Bay sparks are doable by setting one emitter to use another emitter as inital location

unkempt jacinth
#

Oh! Yeah, that's what I'm looking for.

cold sorrel
#

It's a dumb hookup though, so you won't be able to do fancy emitterlife things but it can you get you some of the way

#

Cool

unkempt jacinth
#

That works! thanks!

unkempt jacinth
#

Michael Bay would be so proud of me right now.

cold sorrel
#

I'm proud of you. Almost the same thing.

unkempt jacinth
#

I'll take it.

sinful valley
#

Someone in the graphics group said it was post process. But actually I just now noticed that the drop shadow isn't changing color. Would that indicate it's all done in the material?

vivid dragon
vivid dragon
#

Would love it if you guys game me a honest critique on the artstation post

barren raven
#

@vivid dragon honestly I think it needs quite a bit more work both with the materials and lighting. Overall the scene is very dark and the textures feel scaled up and low res. Itโ€™s a great starting point but I recommend heavily referencing real life landscape pictures closely to try and more closely match the color tones, light balance and detail. The sky is grey, but the water is a deep blue, and the fog comes in very strong very fast. Looks like you have the right idea about material comments and organization, Iโ€™d say keep focusing on improving the areas mentioned above, will take some time to get right.

ashen stump
#

In addition to that, the grass is really odd at the moment. It's nearly black, doesn't match the terrain color in the slightest and its placement is very spotty, which makes it look really out of place

vivid dragon
#

Thanks a lot guys ๐Ÿ˜ƒ

#

I still need to change the textures

#

because right now i am using the starter content textures

#

but i really don't know from where to get good textures for free :/

vivid dragon
#

is it better ?

analog onyx
#

@vivid dragon I might sound a bit harsh, but there is nothing to give constructive feedback for. At this point it looks pretty terrible overall.

lusty sierra
#

ouch

keen rock
#

@vivid dragon go on Pinterest and find real world images of what you're trying to create, make a "inspiration board" and try to make your scene more like that, it needs more than just terrain but I don't know what your goal is with the scene

vivid dragon
#

I am seriously trying to make a good looking mountain with a lake in the area in between

#

@analog onyx at what all areas should I be improving the scene?

vivid dragon
#

Is my peak too bumpy?

celest birch
#

@vivid dragon Its not a bad scene. The terrain lacks detail and looks unnatural on a macro scale, but whats more important right now is lighting and atmospherics. If youre just playing around and not using this for a game, do the following:

#
  1. disable auto exposure. 2) remove all lights, leave only the directional light. 3) tweak the directional to be as bright as you see fit. Also angle it nicely 4) Add a sky light. 5) add an atmospheric fog actor, make sure there are no other fog actors. 6) tweak the density to make the scene feel large in scale. 7) remove thr reflection probe. Use screen space reflections for now. 8) and move the discussion to #graphics , this channel is more for effects :)
#

Once youre done, upload a new screenshot there and tag me in it

spare hare
#

Not sure if this goes to #graphics, #blueprint or here:
Is there a way to access the Rendered Image and copy it to a render Target?

I would like to create a cross fade for Cameras. I could use a SceneCaptureComponent but that would probably be an overhead (The same Frame gets captured twice)
My idea was to copy the currently rendered Frame to a texture and gradually fade it out with a PP.

lusty sierra
#

anyone here know how to do a thermal image effect? not the colour one you normally see, but the white on black one ? cant think how to go about doing it

brisk wedge
#

why is there a need to differentiate between the color or BW version? you show heat of objects if you display that as a color or BW gradient doesnt makes any difference

lusty sierra
#

hmm ok, fair point ๐Ÿ˜›

brisk wedge
#

you would need to add heat in some form to each object, heat texture is a easy one and than only render that + probably some post process

lusty sierra
#

every object.. as in every object on the map?

brisk wedge
#

well, how should the engine decide if something is a cold box or a running generator emitting heat, you could probably make a normal heat spectrum via the post process and use custom depth for objects that have distinct heat

lusty sierra
#

ok i get ya, you've given me an idea there, thanks! ๐Ÿ˜„

pseudo elm
#

Quick question: I want to control the min and max random range for initial size for a particle system from a BP. Do I need to expose a a parameter, or can I access this some other way?

pseudo elm
#

Is there no way to control the initial size of the particles? ๐Ÿ˜

indigo jolt
#

expose particle parameter of your initial size or size over life in particle system, name that parameter

#

and just set value in BP

blissful beacon
#

I was hoping to use UMG to control the circular viewport thing and have it follow the mouse cursor, but I don't understand how you can get that kind of selective xray vision to work in a localized space on the screen, with different layers, no less.

#

If anyone could link some resources that touch on this technique, I'd really appreciate it. I'm just not sure what to search to do my own research.

brisk wedge
#

dont know any resources, but post process where you use custom stencil with the xray data and only show it in the area where the widget is or maybe vertex painting to render they xray directly in the mesh material

blissful beacon
#

Is that possible? Showing it only where the widget is? How would I achieve that?

brisk wedge
#

you could also do something like this http://www.tomlooman.com/rendering-wounds-on-characters/ only that you have 1 point where you change to xray

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today Iโ€™d like to talk a little about the effect and how it came to be. Iโ€™ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper โ€ฆ

blissful beacon
#

Hmm... I'm not sure that's what I'm looking for, but it may give me a direction to investigate. Thank you.

bright panther
#

Low resolution explosion animation from my vector field software

#

You can see the huge steps with the choppiness

bright panther
#

35 frame animation

near blaze
#

Sorry if this sounds a bit noobish but I'm looking at creating a blood effect with a puffy mist of blood which then hits the wall and drips down how is the best way to approach this flipbook straight particle decals etc and also what are the rainbow ๐ŸŒˆ coloured materials in some of these particles are they for reflection or something ๐Ÿ˜€

fossil swan
#

@near blaze we replied multiple times on that question. once last saturday, once at januari the 10th and I think I even linked to a generic google search "ue4 blood splatter tutorial" which will give you enough information to get going.

celest birch
#
Glad-Partikel - Last Sunday at 12:52 AM
Spawn decal on particle collision event.
Use a misty sprite for the puff and an invisible particle to drive the collision event
#

@near blaze

pseudo elm
#

@indigo jolt Thanks, but that does not allow me to control the random range values, just the initaial size value for all particles. They would all be the same size.

brisk wedge
#

@pseudo elm those values you set have a min and max and are random between those

pseudo elm
brisk wedge
pseudo elm
#

Right, but is there any way to control the min and max from a blueprint?

fossil swan
#

you can make it a blueprint parameter in distribution

indigo jolt
#

yup, "random vector in range" or something in bp

#

or random float in range plugged into a Vector LERP

swift cape
#

anyone know why i can't dynamically toggle the Render CustomDepth? i'm trying to do an outline on mouse over but for some reason even though the render custom depth value gets changed it doesn't remove or add the outline onscreen

junior matrix
#

Did you enable it in project settings?

#

Or maybe you need to add the relevant postprocess to the camera (or a global postprocess volume). Hard to guess without knowing what's been done.

swift cape
#

I didn't see an option in project settings besides the stencil thing (is that what is required to be used now?) I have a global post process volume with my post process material added to the post process array. It works sometimes but not others. Like when I first spawn the projectile it gets highlighted but then won't unhighlight Alternatively if i spawn it away from where i'm looking it isn't highlighted and won't get highlighted even when I mouse over it. If i break on mouse over I can see the Static Mesh's Custom render depth checking and unchecking but it doesn't change in the level

swift cape
#

so after some more testing I got it working in blueprint, I'll have to look into what I did to break it in code

#

Got it working! Sorry to bother everyone. Turns out I needed to call SetRenderCustomDepth(). I was trying to set the variable bRenderCustomDepth directly since it was public apparently that doesn't work for some reason.

indigo jolt
#

@swift cape you gotta enable to the Render Stencil Depth thingy

#

and assign the number below it

#

in outliner, in scene

#

or in bp

merry berry
#

hey guys, can anyone tell me how to use ribbon trail particles for a static mesh?

indigo jolt
#

Yeah but be specific. Does mesh move? What do you want ribbons to do or look like?

#

Move up? Sideways? Stay still and drag behind as mesh moves?

#

If you don't want them to trail a particle just do same steps but do not parent ribbon to particle. Give it velocity or just attach system to a projectile

indigo jolt
#

speaking of Ribbons

#

anyone have a clear idea of best practice for scaling ribbons up/down over life?

fossil swan
#

size over life seems only thing that works (afaik)

indigo jolt
#

Yeah I am noticing this too. I was just frustrated that tapering ribbons don't taper until the very tip exits source location. Fixed by tapering texture mask.... lame fix but works

inner flicker
#

ok so, found out the weirdest thing

#

if you make advanced vehicle template for blueprints, you get TAA ghosting

#

if you make advanced vehicle template for c++, you don't get TAA ghosting

#

I checked the config files with diff, they don't have differences on these settings

#

also tried replacing the assets, in case some material settting was different but nope

#

it's in the actual level files

#

and actual levels are super simple, I removed PP volumes even to make sure they don't affect this

#

this makes very little sense

analog onyx
#

@inner flicker Are you referring to TXAA build or stock ?

inner flicker
#

stock

#

I need to solve this as TXAA could be better if I get rid of the ghosting mess

#

ok so

#

they have different UV scale on the floor BSP ๐Ÿ˜„

#

so this makes the noise pattern bigger on the BP template

#

which makes TAA ghost

#

I guess it makes sense, since it's kinda worst case scenario

#

I should put some actual foliage here I guess

#

you can see the transition there

#

also realized that I'm on the wrong channel ๐Ÿ˜„

subtle idol
#

hey all, anyone hanging about for some quick help? I dont know how Im not achieving a lighting effect.

#

gah. after looking in the materials and the lighting settings in the world, directunal, sky, lightmassimportance and so on... the button is in the mesh.

winged nymph
#

I'm trying to make confetti with streamers. I'm using ribbons and sourcing a basic emitter, trying to get different color streamers is proving difficult. It'd be easy if there was a way to Source the color of the trail particle... Initial color doesn't work like it would on normal particles, so I'm just making multiple ribbon data emitters and making their initial color constant, the problem now is both ribbon emitters are picking the same source particles and I assume that "Selection Method" would solve this, but it doesn't, it seems to just pick particle 0 for all of them. Am I going to have to make separate ribbons AND separate source emitters?

#

this is with BlueStreamers hidden

#

also orbit doesn't work with ribbons

indigo jolt
#

tbh i think you're going to want to do this a different way

#

you're not going to find a happy solution to this color topic

#

AND ribbons are expensive as sin

#

AND for this particular effect, you could get 99% similar shape visuals via a material with some noise-distortion animating UV's based on particle life

#

or some Dynamic Parameter randomization

#

and if that's not quite enough, combine that with a rectangular plane mesh with a bit of noise to the shape, and run some more noise into the world offset and/or scale in positive/negative values over life

#

and set it to Velocity facing

winged nymph
#

alright I'll check that out, thanks

timber whale
#

How do I make all the particles in a system spin around the systems origin?

indigo jolt
#

orbit module

timber whale
#

but that just makes each particle sort of jitter

#

I want them to orbit around the center of the system not the individual particles center

indigo jolt
#

Substance Designer has some good methods

celest birch
#

Houdini?

spare hare
#

Do Particles with the Actor Collision Module collide against Translucent meshes?

fossil swan
#

iunno actually

spare hare
#

I would like to have water drops which should cause small riplles when colliding with water (I am using the Phys Material in the COllide event for this).
But they do not caus ripples every time

#

0

fossil swan
#

i'd fake it without collision.

spare hare
#

and how?

fossil swan
#

have rain in one emitter. have ripples in another on the water surface.

#

or inside the texture.

spare hare
#

nah, it's not that easy, since the water drops are coming from my character

fossil swan
#

uncharted rain impacts are inside a shader

#

hmm

#

is it a water volume you can enter? or walk over?

spare hare
#

yeah, it's a custom Water BP with Suface Mesh (Plane) and a Collision Box (Water Physics for character)

#

Anything that creates the desired effect minus the Collision checks is welcome tbh ๐Ÿ˜„

fossil swan
#

the actor collision looks for the collision bounding box

#

or whatever collision is enabled.

#

so you might need to set up custom collision thingwhateveritscalledIdonthaveue4open

#

collision channel thingy

#

(that said, my experience with particle collision is limited use it maybe a few times a year)

spare hare
#

Thanks, I'll try to that

fossil swan
cold sorrel
#

Has anyone ever shipped a game with actual splashes from drops?

#

I mean, every projects tries it at some point but it never makes it to the box

fossil swan
#

probably some indie games here and there hehe

cold sorrel
#

I guess. When you don't have to care about performance it's not as big of a deal.

fossil swan
cold sorrel
#

If I were to guess it'll be in one of the minimalist type games. Where a splash is 4 solid squares representing drops or something.

fossil swan
#

hehe

#

when Uncharted 4 came out and we reached the storm chapter I was rather.. "herbed up" and told my brother to stop moving so I could see the rain/wind effects properly.
suddenly noticed almost everything was done in the shaders of the surfaces I was mind blown.

#

think I watched it for a good 20 minutes

analog onyx
#

It is still somewhat common to decouple rain splashes from raindrops for simplicity

cold sorrel
#

U4 did the storm rain splashes as a depth effect, not in the shaders

#

It works sometimes, and sometimes it looks... strange

fossil swan
#

made perfect sense to me when stoned :p

analog onyx
#

On the job we approached rain splashes in somewhat lame way. We spawn shitloads of particles above the scene. The particle shader then moves each particle to the rain-space scene depth(we are capturing scene depth for rain occlusion anyway)

cold sorrel
#

That's pretty standard

#

Snap to depth, or even snap to terrain

analog onyx
#

You can sync those to raindrops, but on practice it is never noticable

cold sorrel
#

Exactly, and it's a huge waste of particles

analog onyx
#

We also tried projecting dense water splashes flipbook onto geometry shader fins, but the result was inferior and there is no point to that, if you have rain occlusion info anyway

#

Probably the only thing about watery stuff rendering, that failed to find efficient approach to, is sea spray particle spawning on top of breaking waves. ๐Ÿ˜ฆ

#

If anyone has any thoughts about how to get it implemented decently, I'd be happy to know.

vivid dragon
spare hare
#

Do you guys recommend changint the Indirect Lighting Parameter in the PPV?
Imo Changing PPV is a cheap method, because "it's not what it seems".
I want to have contrasty Lighting : A brown/orange direct light and blue/green-ish environment lighting, but not everywhere (only caves for example)

barren raven
#

@spare hare I change it all the time, if it works for your scene why not!

spare hare
#

@barren raven because Objects outside the PPV will also appear green

analog onyx
#

@stray parcel Thanks, I'm aware of that vid, but that is not the thing I'm after.

gloomy vortex
#

Hey , it's probably a long shot but I was wondering if anyone knows how I could make it seem like a shader is vibrating when applied to a model? Sort of similar to the speedster effect on shows like The Flash?

fossil swan
#

vertex displacement

barren raven
#

@Raildex#6923 well if you have to have different lighting scenarios covered then itโ€™s best to get it right with a neutral tint and either use fake bounced lights or increase the environment influence for the bake so materials give off a stronger color in the lighting

rotund quartz
#

@gloomy vortex - @fossil swan ' and @stray parcel's is the right suggestion. Use three sine waves of varying frequencies to calculate an offset along each axis, then just pipe that into World Position Offset in the output node. If you want something more random, you could use one of the noise functions to generate your offset.

gloomy vortex
#

@fossil swan @stray parcel @rotund quartz Thank you ๐Ÿ˜ƒ I'll try that when I'm next in the project file

fossil swan
#

didnt know @rotund quartz was in tha house.
welcome!

#

lemme know if you want the Epic Staff tag ๐Ÿ˜ƒ

indigo jolt
#

hehe good snakes and vines

#

weirdly it doesn't behave quite the same if you use GPU particles

#

such a bummer

forest mason
#

do particles have lod system or something for efficency built in or do you manually have to tell particles when to run and stop? thx

fossil swan
#

you can set lod's

#

but that doesnt tell em when to stop

forest mason
#

k, so i guess it would be a good practice to put them in a blueprint to turn them off if the player is far away?

fossil swan
#

depends on the usecase. if its a fire and you just want to reduce/stop smaller parts to stop emitting you can.

#

and if you set bounding boxes you can disable them when they are out of that bounding box

#

(also in cascade)

forest mason
#

ok cool thanks. I will go read more of the documentation on cascade to understand it further. Do you know of anyone who could help me with a level streaming question in the blueprint chat? thanks for the help

fossil swan
#

no clue about the blueprint stuff hehe

forest mason
#

ight, thanks

indigo jolt
#

anyone here familiar with using Skel Vert/Surf Location with emitters?

#

and how to use this to work with a character?

indigo jolt
#

quite specifically, I wish to use the material associated with a character's hair to emit particles

#

bone/socket location seems to work just dandy, but skel vert/surf doesn't quite make sense

indigo jolt
#

As in - not spawning anywhere other than emitter location

#

If anyone has a screenshot of this working in action I'd love to see the module settings

fossil swan
#

shouldbe able to tell it to emit only on the hair bits

indigo jolt
#

Awesome ty

#

I couldn't find that video

#

On any of my searches

indigo jolt
#

dang, it like gets me 90% there

#

but it doesn't seem to work right with a blueprint character

#

at least not that i've found

#

i can get it to spawn all over hair of an SK in scene after applying it to the BP

#

but won't actually apply to the movable player character

indigo jolt
#

from further reading it sounds like one can set this in a Level Blueprint....but that's no bueno

#

there's no documentation, examples, or tutorials on how to utilize Vert/Surf module on an actual skeletal mesh blueprint actor AND keeping it all bundled inside the main actor

#

ie - if you want a character who just naturally has cool spell magic spawning along an arm, hair, etc as part of their "deal" there's not a game-ready way of doing that i can find resources for

indigo jolt
#

Weirdly enough I know how to do exactly this in Unity

fossil swan
#

maybe ask @round fog i think he usedit before for his bunny.

cold sorrel
#

@indigo jolt Where does it break?

#

I've done a similar setup in blueprints and set actor parameter worked then

#

(4.16)

round fog
#

Yeah, I've done this and don't remember having any problems with it

#

What's the issue exactly? Getting the proper mesh reference in the psys component? Iirc you need to set an actor parameter for that

celest birch
#

anyone know how i can get this sort of effect

cold sorrel
#

Scroll a texture over the mesh an you are halfway there

#

The other half is cursing the environment artists who keep placing meshes around without setting the wind direction up so all your effects look inconsistent. Especially when you start making particle sand as well to emit from the sand crests.

#

No bad memories there ar all.... What makes you say that?!

celest birch
#

lol

#

you sound like me with my water splashes XD

cold sorrel
#

Huh?

indigo jolt
#

@cold sorrel I placed the particle system inside the character blueprint, assigned the particle system to the character's hair material and put blueprint character in level

#

it did nothing to the blueprint character. However, placing just the skeletal mesh of the character in level DID work

#

but that's not a playable anything

cold sorrel
#

You need to do that, in the blueprint, using a set actor parameter

indigo jolt
#

every time i tried to set the actor parameter it wouldn't let me fill the box

cold sorrel
#

That's mean!

indigo jolt
#

i know!

cold sorrel
#

(Loading UE4 so I can grab a screenshot of setup)

indigo jolt
#

yes please....

#

this is driving me nuts

#

based on what i've read, it sounds like i need to attach the particle to something other than just parenting it to the character blueprint mesh....but that's all i know and i'm skeptical of that

cold sorrel
#

The parameter name must match whatever you set in cascade

indigo jolt
#

oh

#

see this is what i suspected but i wasn't sure

#

i need to spawn this in event manager

#

not just parent to mesh

#

well i suspected 20% of this

#

lol

#

the get owner thing with parameter is not something i would have guessed

cold sorrel
#

Neither did I. Not sure why or if there's a better way. Trial and error on my part

indigo jolt
#

maybe spawn emitter attached?

#

i wonder if that would simplify it

#

oh actually i probably need that

cold sorrel
#

Spawn emitter attached to the character, yes

#

Else it'll only match at birth

indigo jolt
#

yeah

#

a one-shot

cold sorrel
#

That's all I needed for this example

indigo jolt
#

right, like a blood splash or something

#

this is great for that

#

whew thanks so much man

#

going to plug this in asap

cold sorrel
#

No problem

indigo jolt
#

alright, not only did this work, but it gave me the control i needed to toggle the particles on/off based on 3p or 1p control

#

so it's not playing in first person

#

which is perfect

#

๐Ÿ˜ƒ

#

was getting electricity spawning on my eyeball in VR at first

#

lol sucked

fossil swan
#

at least it wasnt real electricity

round fog
#

@celest birch maybe @bleak inlet can tell you exactly how he did it? :)

celest birch
#

well the chances of that haha

#

@round fog turns out i've actually spoken to him before haha

cold sorrel
#

@indigo jolt Great!

fossil swan
#

Im still amazed (and loving) how much data you can drive trough vertex colors

alpine elm
#

Hello! I'm trying to create a Blood that follows the slash of the sword, similar to Bloodborne, and I have no idea where to even begin. Did any of you create a system like this?

alpine elm
#

Yes, good, now let's wait for somone who can actually read to answer my question. Thank you anyway!

indigo jolt
#

if you want blood to just trail the sword, i'd use anim-trails and anim-notify blood

#

you can convert a particle anim notify to a blueprint, then in that anim notify blueprint you can get more tech-specific with it, since you'll want the blood to only come out during hits

#

an anim trail will just streak blood behind the sword (good after the hit) and a particle notify event in the anim notify system will allow you to have the particle system affixed to the tip of the sword and gain its rotation values during emission

alpine elm
#

Thank you!

indigo jolt
#

np, just be prepared for a little bit of work if you don't know blueprints. the anim notify system is pretty great for this stuff

#

nesting a particle notify event in a bp thing is a little bit awkward but it works

#

i've done it ๐Ÿ˜ƒ

alpine elm
#

To this point I had the "blood" emitter spawn as attached to the bone of the enemy

#

It looked bad...

#

Gonna play around with the notfiy

indigo jolt
#

you can add additional notify tracks

#

do one for the sword trail regardless

#

also you can copy the results and paste them into other animations

#

so you won't have much re-work

#

but you do have to put it in EVERY animation you want this to happen in

#

it's not a big deal tho

alpine elm
#

I will have to do the weapon trails anyway. One more qestion: Inside the anim notify can be there a switch based on type of enemy? Coz I do not want to make a skeleton type of enemy to bleed ๐Ÿ˜„

indigo jolt
#

yes this is what i meant about the bp aspect

#

so you can make a BP notify

#

and put your particles in that

#

then specify circumstances under which do particle, not do particle, or do particle A or particle B

#

to do this you have to be in content browser, and right click and look for the anim notify stuff

alpine elm
#

Thank you again! Gonna get to work now :]

indigo jolt
#

there it's one of those

#

you gotta make that first

#

then drag it into your anim notify part of your animation

bleak inlet
#

@round fog oh look I actually got a mention which is not @ everyone , such wow ๐Ÿ˜„

ashen stump
#

Oh come on @bleak inlet

#

You get tagged all the time, because you actually have interesting things to say

bleak inlet
#

right

round fog
#

He's not wrong

#

Anyway, Greggy was looking at your sand material, and wondering how you did it :)

fossil swan
#

you mean michal

pastel wadi
#

I have set the trail particles tick group to post physics and this seems to work in editor

#

but once packaged it lags behind

#

(bike is physics, particles should come out rear light)

#

I guess maybe this isn't just a fx issue but it only seems to happen with particle systems for me

indigo jolt
#

i normally solve this by just starting the particles + a bit in X axis or whatever

#

i'm tempted to say "warmup time" or something might help

#

but frankly, i just go with fast/easy fix first usually and ignore other solutions until needed

pastel wadi
#

Yeah I did that for a while but looks dumb when you do a wheelie

indigo jolt
#

this is common issue

pastel wadi
#

light trail comes out of the seat

#

I thought I had fixed it with the tick group thing, it 100% stays in place in editor ๐Ÿ˜ฆ

indigo jolt
#

hmmm, lol ok here's another ghetto fix

#

change texture to be off-center

#

like lower down

#

THEN move it + in X axis

#

so when you pop wheelie, it'll have different axis point

cold sorrel
#

I feel dirty just reading that...

#

Love it

indigo jolt
#

haha

pastel wadi
#

but if I go over front wheel it then looks even weirder ๐Ÿ˜›

#

but maybe I can make it more dynamic adjusting postion based on speed

#

bleh

indigo jolt
#

also i'd put in a Depth Fade to it so you can have some clipping that looks smoother

pastel wadi
indigo jolt
#

ok ok better solution - use a mesh emitter that shoots out a short 6" version with same color that fades out and has soft edges, - like a rounded soft circle to fill in that gap

#

it would be like a "hinge point"

pastel wadi
#

Interesting solution! It could look nice

#

Still it's weird this is an unsolved thing

indigo jolt
#

trails are janky in general

#

this is a trail right? or is this a ribbon?

pastel wadi
#

ribbon

indigo jolt
#

that's a whole other topic we're not really discussing if this was an Anim Trail i dunno if that would work better or not, it might not even function since there's likely no Animation to attach it to

#

mechanically there's a lot in common between ribbons and trails, except a trail wouldn't look too good top-down since it has to spawn between 2 fixed bone locations

#

but they do tend to be a bit easier to work with imo

pastel wadi
#

I had thought of trying to fake it with a spline mesh also

indigo jolt
#

exotic!

pastel wadi
#

anyway, thanks for your help

#

I'll see how the base glow/hinge looks

#

I was hoping there was just a setting I missed or something quick to fix it ๐Ÿ˜›

#

never the way

indigo jolt
#

also it might help to draw attention TO the problem area if things don't work out great

#

this is something people rarely try, but if something looks weird, make it a focal point

pastel wadi
#

yeah that's kinda wwhere my mind was going with your hinge suggestion

indigo jolt
#

it's like...if you have a concrete tiling texture and it looks janky at seams....put some mortar there

pastel wadi
#

a sort of faked glow

#

looks neat

indigo jolt
#

a little bit of lens-flarey shapes would be kinda cool

#

rays etc

#

likewise, a smidgen of the same on front end wouldn't hurt

#

not the trail, but the glow + some shine shapes

inner flicker
#

@pastel wadi spline mesh will be pretty expensive as you need to recompute the mesh every frame

pastel wadi
#

I'll steer away from that then

#

I like thos eideas re the lights, projects not really at that point yet to go all in on the details with those sorts of effects but I'll keep it in mind. It just bugs me to look at it lagging behind so I figured if there was a fix I'd do it now, but if not and it requires more treatment I'll just deal with it till it's more pressing

#

maybe by then niagra will be out it might work better ๐Ÿ˜›

indigo jolt
#

btw, not sure anyone here will benefit from this - but discovered that PS4 does not seem to "believe" in the existence of Particle Light Modules

#

it does believe in bp-based lights

hard olive
#

Aside from, directional light, fog/light shafts, sky sphere, and post-proc volume, what else would be important to learn for building atmosphere?

#

I guess that's a loaded question, but my experience so far is generally knowing what each slider/option is on those componenets

indigo jolt
#

AO?

#

bugs.

#

flying bugs

#

people usually forget to add appropriate amounts of bees to scene

hard olive
#

That is relevant to what I'm making, thanks for the bugs ๐Ÿ˜„

#

Totally forgot about those

indigo jolt
#

np, in all seriousness - dragonflies are really pleasant

#

and you don't need many

hard olive
#

I don't have a dragon fly model, I guess for now I'll make a GPU particle with vector field?

indigo jolt
#

ya do that and make your dragon fly with like 4 image sub uv or something

#

then set it to velocity-facing

hard olive
#

Gotcha, thanks!

indigo jolt
#

np

hard olive
#

AO I haven't gotten deeply into, I'll check that out too

indigo jolt
#

play around with the post process features for a while...it's a bit of a rabbit hole

#

there's more features than you'd think

#

as soon as you think you've touched every option....there's post process materials

hard olive
#

Yeah, there are so many options, still trying to get my first level to look the way I want it to haha

indigo jolt
#

messing with bloom and shadow color can do some neat stuff

#

can get you to dreamy visuals real fast

#

"glamour shot" style

graceful hill
#

Hey guys

#

I have a very quick problem to fix, I have a Quasy-Terrain - that needs to have scanlines panning over it, as if it were a projection

#

I think I know how to do it with World POS coordinates

#

does anyone know how to do all of this in the shader editor?

indigo jolt
#

depends, do you need this to be World Position so that you don't get stretching on cliffs and stuff?

#

if so, i'd use a world align texture node

#

then for panning multiply a TIME node (for speed) into a vector color node (to set direction) then ADD that to a World Position node, and plug that into the World Position input on that World Align node

graceful hill
#

nice

#

The terrain is very flat not very Peaky

#

I shouldn't get major stretching from World Pos or anything

#

thank you

indigo jolt
#

np

graceful hill
#

So im trying to do something like this guy s

indigo jolt
#

OH

graceful hill
#

But it's not coming out correctly, I have my terrain (mine doesnt peak too much), but I am trying to get the shader scanlines to follow the terrain like so

indigo jolt
#

well that's actually easier

graceful hill
#

but the scanlines must follow the depth of the object

#

you see what Im saying?

indigo jolt
#

ya you want them to be totally horizontal

graceful hill
#

not sure

#

how to do that

#

Screenshot would be helpful if you wouldnt mind

indigo jolt
#

ah one sec i got engine open i think i can figure this out in about 5 min

graceful hill
#

thank you brother

#

โค

indigo jolt
#

lines might be less jaggy if they are a different texture, more resolution on terrain, and other factors

#

that's a very low rez terrain

graceful hill
#

ok trying this

#

hang on

indigo jolt
#

no worries, going to see what it does if i do this procedurally

graceful hill
#

ok trying the new one

#

in the old one the tiling just increased the power on the lines

indigo jolt
#

just updated it

#

tiling works sorta inverse

#

you want smaller values

#

i should probably change this to a divide

#

k that works better

#

make sure to turn it into a Material Instance when you're done and use that

#

right click the material after and do "create material instance"

#

slap that onto terrain

#

and then start messing with the parameters

#

you'll be able to do it in real-time that way

graceful hill
#

I did it

#

Wonderful

#

Im adding a Multoply with color Param at the end so I can control the color of the line

#

Thanks man \

indigo jolt
#

ya no prob

#

world position stuff is fun, it's basically a giant gradient you can play with if you pull out the Blue color channel of it - that's the height

#

Red and Green = north/south and east/west

#

Blue = up/down

#

if you want to do more with it - you could probably use world position to colorize everything in a gradient too

#

which might be pretty

graceful hill
#

โค

vivid dragon
#

yeah

pastel wadi
#

As a quick followup to my trail thing yesterday - changing the tick group works in packaged projects if I don't have substepping physics enabled

#

I've been looking at a plugin that lets you get the real location of meshes via bp w/ substepping tured on. I think @inner flicker made it? Hopefully I can set the location of the emitter with that and it will work

inner flicker
#

I've only made things for physics substepping, it's not related to particles in any way

pastel wadi
#

well it's not particle specific but just getting the real location during substeps? It seems like that might be why the ribbon appears to lag, as it's not getting the right location

#

when I dusabled substeps it works

#

Or maybe I'm misunderstanding at it can only use those values on physics simulated things, doh.

pastel wadi
#

So I implemented your plugin @inner flicker and the gap has dramatically reduced, to the point I think if I push the emitter further into the mesh it won't be a problem

inner flicker
#

my plugin?

pastel wadi
#

is MMT not yours?

inner flicker
#

I don't have any public plugins

pastel wadi
#

oh

inner flicker
#

nah, that's boredengineer's

pastel wadi
#

doh

#

sorry

inner flicker
#

it's ok

#

I've helped him to get started with the substepping on that project but most of the code is purely done by him

pastel wadi
#

your name comes up when looking for fixed timestep stuff

inner flicker
#

yeah, probably because most others doen't care about it ๐Ÿ˜„

#

MMT doesn't do fixed timesteps

#

well, not without custom engine anyway

#

it requires changes to the engine side

pastel wadi
#

I've googled myself into knots it seems ๐Ÿ˜ƒ

inner flicker
#

there's one fork

#

I should have put simpler failsafe for that tho, the one I have there is bit experimental

pastel wadi
#

I think it's private as it 404s but not worries, bit beyond my grasp I think

inner flicker
#

if you get 404, you are either not logged into github or you haven't linked your github account to epic account

#

unreals sources nor any forks sources aren't public, you need to have linked accounts to the main repo first

pastel wadi
#

ah

graceful hill
#

Does anyone know why Ortho Cameras are showing Gray Meshes, and yet perspective Cam is completely fine?

indigo jolt
#

probably a view mode is selected in one of those

#

select one of those other views and hit like F1, F2, F3 to toggle through

#

those let you see things like unlit, wireframe, etc

graceful hill
#

Im a fucking idiot....

#

...thanks

#

lol wow

indigo jolt
#

np

timber whale
#

how do you get a black particle with a color over life module?

#

I don't want it invisible I just want the particles black

lilac zodiac
#

@timber whale For sparks I tend to use a simple spheregradient material. Translucent + Unlit. Then I just set all the color values in particle to 0. I also usually up the value of the alpha so that the black is actually visible amongst the other colours

rotund quartz
#

@timber whale make sure your material's blend mode is set to 'translucent', not additive