#visual-fx

1 messages ยท Page 11 of 1

rotund quartz
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if it's additive, black will make them completely transparent

fossil swan
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also dont multiply particle color with alpha > opacity

drowsy stag
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I've got a problem with my rain emitter in relation to a Vehicle Pawn. The particles are set up to get destroyed on collision. As long as I stand still with the vehicle everything works as expected. However, the rain collision fails as soon as the vehicle is driving. For test purposes I have parented a box over the vehicle. Even here, the particle collision fails as soon as the vehicle drives. I'm using no GPU Sprites, because Scene Depth and Mesh Distance Fields don't work at all in this scenario (Vehicle (Skeletal Mesh), VR First Person Perspective). CCD is set to true for the Vehicle Collision. Does anyone know the problem and has a solution?

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Haha, I've been trying to fix the problem for about 2 hours before I posted here. A minute later I come up with a possible cause and actually... fixed. Nevertheless, thank you

indigo jolt
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what was the the cause and fix?

winged nymph
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What's the best way to spawn a burst of particles when a physics object lands on something

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EventReceiver Spawn -> Blueprint?

spare hare
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@winged nymph If I understand you correctly, you want to spawn particles when an objects lands, right?
If so, you may want to use Event Hit and spawn a particle Emitter at the Hit Location.

winged nymph
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I would need a separate particle system? I couldn't run it through the system already attached to it?

spare hare
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The Modules in the Particle System are a ParticleSystem>Blueprint connection, not the other way round.

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oh wait. You can trigger a Particle Burst by simply Activating the Particle System again and check the Reset input

pseudo elm
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Can someone verify that Particle Random node works for volumetric particle materials in 4.18? I only get 0.0. It seems like a bug. It's a CPU particle system.

fossil swan
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particle random only works for gpu particles @pseudo elm

pseudo elm
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Ah ok thanks!

crisp pendant
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Heya everybody need some input ๐Ÿ˜ƒ

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just made yesterday a tornado nice looking with translucent material on cascade

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looks nice....... but my shader count went to ..... yeah you can guess ๐Ÿ˜ƒ (using Forward Shader)

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and im using it for 2D btw

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if someone could tell me the most efficient way would be awsome

cold sorrel
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If it's 2d, render it out to a flipbook and just play back a loop. Super efficient

crisp pendant
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i tought about that yep yep

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which programm would you use Glad?

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@cold sorrel ?? ๐Ÿ˜ƒ

cold sorrel
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If you already have the effect working, you could even render it out of unreal

crisp pendant
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ohhhh!

cold sorrel
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Put it in a completely green level, add a camera, render the sequence. Key out the green in After effects

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Or whatever color is not in the actual effect

crisp pendant
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thats smart ๐Ÿ˜ƒ

cold sorrel
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If it's a green tornado, obviously don't use a greenscreen

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hehe

crisp pendant
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hahahhah yeah got you

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ROFL

cold sorrel
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old tricks are the best

crisp pendant
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nah its brown sandish you know

cold sorrel
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Go for a beigescreen then

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๐Ÿ˜‰

crisp pendant
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yeah thats pretty cool idea absolutly ty a lot m8

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hahaha ๐Ÿ˜‰

indigo jolt
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anyone got a clear idea how to create a material that references an object's pivot and does a gradient outward from that?

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messing around with localposition node

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i've gotten it to work in just one direction, but not radially

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basically i got an explosion shape i'm using a morph target to transform

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and regular UV's seem like they'd be a messy way of handling things

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i want the parts that explode outward from the center to get more and more of one color as they get farther from center

cold sorrel
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Doesn't a sphere mask do that?

indigo jolt
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does it?

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i'll examine!

analog onyx
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Object pivot point is 0.0.0 in local space, so what is the coomplication ?

indigo jolt
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just want a mat that does a gradient outward from that

cold sorrel
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Plug that into A of the spheremask

indigo jolt
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plug localspace into A

cold sorrel
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Plug the position you want the sphere to originate from into A.

celest birch
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Object pivot into A and Absolute World Position into B

cold sorrel
indigo jolt
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oh object pivot

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watching vid

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ah strange, seems like static mesh versus particle slightly different behavior

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static mesh on right

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wondering if particles don't "get" the same kinds of position data

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i'll try ParticlePositionWS

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dang, it doesn't quite seem to do it

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winner!

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thx guys!

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now to use this for a prettier color, then drive an inside-to-outside dissolve ๐Ÿ˜ƒ

crisp pendant
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guys is it possible to render/record a particle effect with a translucent background??

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like seems for mesh you would use custom depth

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anyone an idea?

karmic kraken
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cant you use separate translucency for that? The object should be in this buffer

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@crisp pendant

crisp pendant
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@karmic kraken got it yesterday m8

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ty anyway ๐Ÿ˜ƒ

outer fulcrum
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Hello, What is the best way to debug why a particle parameter set in my blue print is not being picked up by the emiter?

crisp pendant
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hmm strange

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did you check for typo??@outer fulcrum

outer fulcrum
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re-checking @crisp pendant

crisp pendant
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๐Ÿ˜ƒ

outer fulcrum
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O

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It is correct, perhaphs the way I am going about the burst list is not the adecuate.

crisp pendant
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hm possible

outer fulcrum
crisp pendant
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i need to leave soon would check otherwise :S

outer fulcrum
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@crisp pendant I am trying to control the burst list particle with that parameter.

crisp pendant
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change to dpm direct?

outer fulcrum
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@crisp pendant works like a charm thank you ๐Ÿ˜ƒ

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@crisp pendant bookmarking this.

crisp pendant
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anytime ๐Ÿ˜ƒ

outer fulcrum
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@crisp pendant do you

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@crisp pendant do you happen to have handy a good resource that goes over the different compressions and what better to use for what in UE4?

crisp pendant
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@outer fulcrum sorry was about to go out when we wrote m8

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still need something?@outer fulcrum

cinder zodiac
rotund quartz
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@cinder zodiac You're looking at screen space refections, which can only reflect visible geometry (t raytraces against the depth buffer to find the reflected point in the scene); the missing face you're pointing to isn't visible from the view point, so it can't reflect anything
There's a planar reflection feature that re-renders the scene from the reflected view point, that would remedy that; it is quite a bit more expensive, however, and can handle only near-planar reflectors

cinder zodiac
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@rotund quartz Thank you! I will try planar reflection feature.

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I understand about hiden faces but what about dark reflection in the center between cube and reflection?

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Is it hidden part of background behind the cube?

rotund quartz
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SSR tries to find a valid pixel for each reflected ray; if it can't, it'll take the first intersection of the ray with the depth buffer it can find - it looks like in this case, that ends up around the horizon, which is dark blue.

cinder zodiac
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@rotund quartz Thank you very much! Now I understand. Planar reflection has resolved this problem.

celest birch
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Hi, can someone please clarify to me the difference between material and material instance?

mental quiver
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@celest birch In Unreal Engine 4, Material instancing is used to change the appearance of a Material without incurring an expensive recompilation of the Material. Whereas a typical Material cannot be edited or changed without recompiling (something that must happen prior to gameplay), an instanced Material can be made to change without such recompilation. Certain types of instanced Materials can even change during gameplay in response to in-game events (such as a tree whose Material blackens and chars while it burns). This allows tremendous visual flexibility in your artistic elements.
See: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/

celest birch
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Right, I found this, my problem is that I have an animation material made with flipbook and it looks great on a 2D playing card set as a texture brush. But whenever I try to add this same material to a 3D static mesh, it is visible in the editor but shows nothing in game. It's definitely set to visible, etc. The other elements that work fine are material instances but this animation (either set as material or material instance) doesn't get rendered in game and I have no idea why..

fossil swan
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flipbooks generally only work when using the particle sub-uv texture sample node.

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unless you use the flipbook material function

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(on meshes)

errant elbow
analog onyx
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@errant elbow It is to be used in Custom Material Expression

errant elbow
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Thank you ! I'll check it out now.

lone wing
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anyone know have any tutos on how to animate materials mathematically? or at least know the name of the thecnique, cant find anything about it

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not the uv

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procedural textures

indigo jolt
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@lone wing panner node?

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not the uv...procedural textures

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sphere gradient

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noise

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linear gradient

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look at the examples for each node type

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and get a visual idea of the rudimentary hookup methods

lone wing
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yeah i saw those, but didnt discover how to rotate, stretch or pan an image, for example

indigo jolt
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to rotate - use Rotator, plug a single float value of something like 6.5 or so to rotate it 90 degrees

lone wing
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@indigo jolt not the uv

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i want to use with procedural textures, math only

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see, ive seen people doing it but i cant find much info on it :p

indigo jolt
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can you give an example of what you mean?

lone wing
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yeah i should have done that

indigo jolt
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i'd say mostly mess with the Noise node, but i don't really know what you want things to look like

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if you want tons of different fractal and other shapes, noise can do that and then generate a texture for you...but that's not really a performance-sane thing for realtime gaming

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i'd kinda make the argument that one of the best people at procedural textures is HappyDay#0250

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on this forum

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well materials that make procedural generated shapes

ashen stump
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^

lone wing
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well i realized that every example i tried to make i could be using UVs to animate if the nodes with uv input were exposed inside the functions

weary helm
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Hello, quick question, is it possible to control the "fragments" of a destructible mesh ?

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Ideally, after an actor hit a destructible mesh, I would like the 'fragments" to scale down and follow my actor, is it doable ?

steel pier
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is this particle system channel?

brisk wedge
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particles are part of fx to my knowledge

indigo jolt
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@lone wing most functions have UV inputs, even the ones that don't look like it. that may not mean you can use "panner" but you can replace panner by using UV Coord + Time + Multiply + Float

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the only real restriction with most material functions is that they don't let you use the texture inputs as parameters

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BUT if you find that to be too much of a problem, take the function, double click it, open it up, copy all the nodes, and just paste them into your main material

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and re-use in a way that fits your purpose

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like if you use World Align Texture function, you can pan that by inputting Absolute World Position + Time + multiply

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@weary helm short answer = no. longer answer = your destructible components usually have a particle component or 2 (one for on fracture, one for full destruction). if you make your actual destruction in mostly larger chunks, then have those trigger particle systems that throw out more chunks - the particle system based chunks CAN scale down over time

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so yes you can get what you want, but it has to trigger a particle system to finish the job

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which is easy

paper pond
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Greeting for all!
I have little question about vfx that i want achieve, namely i want put magic glowing symbol inside frosted ball that is face to camera. I have semi solution that i put decal on ball, but that seems not working.

fossil swan
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thats more statement than question though hehe

fossil swan
fossil swan
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hmm kinda wondering what else I can add to a low poly vfx pack

indigo jolt
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you got a link to the original vid?

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i haven't seen it in a while

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i think generally speaking - in that category that you have, if you provided particle FX that matched everything in that latest Zelda game...would be pretty hot

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everyone kinda wants to get a piece of that stuff

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i dunno if you'd have to legally NOT say it's Zelda themed

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or what

fresh harness
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@weary helm A while back I saw someone who got bones to get generated for each chunk. If you got a hold of them bones, I'd imagine it wouldn't be difficult to scale the chunks down and/or have them foillow something around. Lemme see if I can locate how he did it. iirc, it was more of an accident that he got bones to get generated. Some kind of tricky thing with the import/export. Ah, maybe export the DM, and then reimport as a skeletal mesh?

fresh harness
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@weary helm Not sure if it's what you were after but, I've verified you can in fact export the DM and reimport it as a skeletal mesh to get manipulatable bones. Afaik, the only way to change their size and scale individually would be through an Anim Graph.

fossil swan
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@indigo jolt in this case its a low poly polygonal style.

fresh harness
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@paper pond Im not sure this is VFX, or even if it's what you want, but if you use something like an Engine/EngineMaterials/Widget3DPassThrough material, check Disable Depth Test on it), stick your symbol texture in place of the pill in the ss, by default the particle'll always face the camera (I think).

https://gyazo.com/fc40b22cec22d5d117dfe540a508aef8

paper pond
fossil swan
cold sorrel
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You can cover a lot in 45 minutes

fossil swan
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yea, though explaining a lot of material nodes and previewing them to explain it takes up a lot as well

cold sorrel
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yup

fossil swan
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not to mention my accent + them also not being native english speakers means slower talking

cold sorrel
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My GDC talk came in a 50 min+questions and that was 80 slides

fossil swan
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this is the 2nd time I practiced this effect while talking and got around 50-ish minutes. so going to practice it once more.

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just need to not keep adding stuff XD

fresh harness
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@fossil swan I was always under the impression most Israelis, at least in the game, IT and entertainment industries, are fluent in English. I seriously doubt an accent would trip them up.

fossil swan
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yea, but when confronted with a very dutch accent...

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hehe

indigo jolt
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relax man, i've seen several of your vids, i am a native english speaker and i am TERRIBLE at understanding heavily accented english

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and you're very easy to understand

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minimal accent to the point that i couldn't even place it until you said it was dutch

fossil swan
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hehe thanks.
Alexander Paschall (former ue4 community lead) told me that all dutchies are worried about their dutch accent.
its probably because whenever we hear a politician or other influential person speak english its either extremely poor, or extremely dutch sounding and we dutchies seem to prefer to blend in better hehe.

analog onyx
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I've worked with dutch people for quite a bit and never noticed the accent.

fossil swan
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dutch people notice dutch accents :p

celest jasper
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german players in fortnite also notice my german accent, but then I'll just start talking in my 2nd language, which is polish, then they are confused

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also, I think your accent is fine (not a single time I had to rewatch your youtube videos, because of your accent), except the way you pronounce 'mask' annoys me, but nothing to worry about ๐Ÿ™‚

fossil swan
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afaik its quite english the way I say mask, but it might also be quite dutch at the same time XD

fresh harness
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In the end, you're talking while you show them the editor edits, so even if they don't catch every word, I'm of the mind that they'll be more focused on what they see rather than what you say. Even watching native speakers explain stuff, what I see them do sticks more than what I hear them say. In short, I don't think it's a good idea to change the way you do things.

unkempt jacinth
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Hi folks. Is it possible to multiply a particle subUV node by a gradient in a material? I'm trying to mask out the lower half of a texture but as soon as I multiply against the G component of a texture coordinate node the particle disappears all together.

indigo jolt
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that won't work right, use a flipbook instead

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you could make it work but you'd need to use a UV text coord set to however many rows you use 8 by 8 etc, then plug that into frac, then mult that against your subuv thing i think

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but then you get some bleed over

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flipbooks take a smidgen of setup in material but they're functionally pretty similar, except you have to be a bit crafty to get good animation curve out of it - like use dynamic parameter, or a color channel

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they have advantage of working good with meshes and cooperating more with other types of texture blends/multiplies etc

drowsy stag
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I'm in the process of creating a window glass material with raindrops animation for a driving car. I would like to create the raindrops animation World Aligned. The raindrops should run along the world z-axis, no matter where the car is located and how it is rotated. Is that even possible? I have done a lot of experimentation with it, but I don't get a satisfying result.

I am aware that it would be easy to implement through UVs, but in this case I prefer a world aligned solution.

Thanks for your help

hardy furnace
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Hey guys, is it possible to enable 'high frequency' noise on beams? I can't make it work. As soon as i disable 'Low Frequency' the noise module is basically ignored.

fossil swan
celest birch
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Hey guys, wondering if you have an answer ๐Ÿ˜ƒ I have a dynamic parameter in my particle system and a dynamic node in the material (this material is on the particle system). For some reason the Dynamic parameters are not populating automaticly and I cannot edit them since they are read-only. Has anyone had this same problem and maybe even found a workaround ? (I'm on 4.18.2)

fossil swan
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in cascade > rightmouse click > refresh

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unless some other issue is at hand

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(right mouse click on the parameter module)

celest birch
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Thanks a million Luos !

fossil swan
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worked? great ๐Ÿ˜ƒ

celest birch
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worked like a charm ๐Ÿ˜ƒ

unkempt jacinth
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Thanks @indigo jolt. Iโ€™ll give that a try.

celest birch
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anyone

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andy idea why its just rotating every new birth.. but not directly?

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and how do i make it spawn it only once... ?

brisk wedge
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you rotate the mesh at spawn, i think you want rotation rate and for spawning once you need to select spawn module, set spawn rate to 0 and add burst

celest birch
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OK COOL

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thx

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im net in ue4 pfx

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how to spawn only once?

brisk wedge
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did you add burst? under required you can set emitter loops

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needs 1 to only run one time

celest birch
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haha just reimported mesh

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ue4 crashed ๐Ÿ˜›

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wait will check it

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this..

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?

fossil swan
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hashtag tutorials :p

celest birch
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later later ^^....

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im not fully into it.. just wanna try something

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haha just found your chanel ๐Ÿ˜›

brisk wedge
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the + and maybe you should watch a tutorial

celest birch
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ok i will later.. had no time.. btw

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how is it possible to make a particl effect which expands in size and is connected with 2 points

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like a flame from point a to be.. like a beam.

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point b is much more far away than before

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the particle effect streteches or tiles.. so it fits the distance

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is this possible?

fossil swan
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ofcourse

cold sorrel
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I don't understand this antigoogle movement that's going on. Is it a generational thing? Am I really getting that old? No offense to you @celest birch I'm just using you as an example for my question. How is it more efficient spending 30 minutes asking for help on discord when one of hundreds of 5 minute tutorials would give the same answer?

celest jasper
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it's more efficient to ask your question on Discord, then start googling, and if you can't find anything in 10min, you go back and hope someone replied @cold sorrel

cold sorrel
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But like in the above example, the googling step was skipped as he "had no time"

celest jasper
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Unreal users know better/ are faster than google though, so it's natural for them to ask for help here

celest birch
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is there no way to copy paste particle emitters?

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soo painful

ashen stump
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I generally avoid asking for help here. In lots of cases googling is more efficient and less intrusive to my workflow

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I only post here if I think I'm doing something wrong with stuff where I know how it works

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But that I've stared myself blind on my issue, so I don't see the blatant fix

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x3

celest birch
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btw. something to the experienced here

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why do i only get some of the particle emitters when i reset

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sometimes its 2 together, or 1 or just none...

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why is this?

fossil swan
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not to mention that a lot of basic questions get answered with simple google search links, or the occasional lmgtfy link hehe

celest birch
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so no idea on my problem . ok

fossil swan
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its not a problem

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rightmouseclick > emitter > duplicate emitter

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and for the other one you'd need to be way more clear

celest birch
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ok

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so if i press these two

fossil swan
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which you can also do with spacebar btw

celest birch
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both just show me not all together

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only parts

fossil swan
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that has to do with burst, looping, delay, and more.

celest birch
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ouh ok

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i did add burst to every single emitter. no delay actually

fossil swan
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i honestly suggest to follow some of my tutorials

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if you disable lifetime & color over life they wont show

celest birch
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hmm ok :/

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hmm but i dont need lifetime if its infinit and looping.. it should just spawn the mesh once and from there on it rotates

fossil swan
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if you set lifetime to zero it stays forever, if you loop once it spawns once, forever

cold sorrel
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I mean, it's now 4 hours from the first question, and so far all of them would have been answered by watching a basic tutorial or even glancing at the documentation.

fossil swan
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for those who dont use google much
write this in google
"ue4 cascade problem you have"

celest birch
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i do study atm ^^.. just doing this in the pause to relax... i like art ^^

fossil swan
indigo jolt
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i'm so arrogant that i usually assume i've already read all documents and all tutorials, that's why i'm here so much

fossil swan
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yea, but we know due to the questions being asked

indigo jolt
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when people actually know a link i couldn't find, i'm usually floored

fossil swan
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at the start of every year I sort out my fav's in chrome and place it in the right folders again

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understand that asking questions is always good, but try asking google first ๐Ÿ˜ƒ

indigo jolt
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i'm seriously having trouble with my chrome bookmarks, i just can't visually understand em well enough

cold sorrel
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Oh, yeah! I'm in no way trying to discourage asking questions, but if you are just starting out try google, or even searching in discord as all the basic questions have been asked and answered a million times before. Endlessly repeating them will just drive the vets away from the channel.

indigo jolt
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i realized i had 2 bookmarks today for same UE4 doc

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and i was about to add another

fossil swan
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hehe

indigo jolt
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speaking of links, neither of you wouldn't happen to have the link to the youtube of latest live stream would you? i've been hitting refresh in youtube at epic's thing

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and maybe it hasn't gone up yet

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i only caught tail end

fossil swan
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it tends to be published a day or so after the stream

unkempt jacinth
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Does someone want to write a discord bot that converts questions into google searches? ๐Ÿ˜ƒ

indigo jolt
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whoa that would be sweet, except it would be too guilt free

humble thistle
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Hi guys, does anyone know how to increase the size of a Particle Collision?

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I have a size by life so it starts out small, then expands towards the end of its lifetime. I want to make it so that it has a constant collision size when it spawns

fossil swan
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afaik they auto-scale along with size over life

indigo jolt
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ya that was my thinking too. it's too bad we can't visualize particle collision size/shape and impacts etc

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not that they can really be used that often anyway

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still would be nice

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my #1 gripe with particle collision isn't the performance - it's the inconsistency and difficulty in identifying collision fails. like in non-play mode collision will act one way, then in play mode it will take "max collision distance" into account and stop colliding

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unless collisions are within range

fossil swan
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one of my gripes (besides not being able to rotate sphere/cylinder location) is ribbons. nice smooth 120fps and still the ribbons decide to be 20 times as big as I want em to be from time to time.

indigo jolt
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YES

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they get very jerky

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if they're not being pulled by a high velocity they crumple up and get weird

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it's very frustrating

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i feel like the Anim Trails work pretty smoothly by comparison - but they're totally for different use-cases and they're not camera facing

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i think both Ribbons AND Beams need a way to do non-crumple geometry. ie - the the polygons should STRETCH ONLY when bending occurs, by stretching + pinching, polygons fold

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it makes wider beams/ribbons way higher risk than narrow ones

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this issue does not happen with Anim Trails

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they do stretch-only

outer fulcrum
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This attitide and enviroment does not benefit anyone.....take some time and think when you were starting out

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you just sound like a bunch of entitled jerks trowing stones out of your ivory tower

fossil swan
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when I started out we had to figure it all out ourselves though <_< no youtube, google barely had any results, and everyone was as clueless as the next guy.

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now we have youtube/google/much more and people refuse to use it.

outer fulcrum
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good for you! I am sure you inspire a lot of people to greatness with that attitude.

fossil swan
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hehe if only you knew.

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you also failed to pick out the part where we did point out asking questions is okay, and we suggested to follow some documentation first, witha reply saying he doesnt want to

outer fulcrum
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meybe the point would have come across better if you did not sounded like an asshole.

fossil swan
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maybe that would be a terrific point if we actually started like assholes

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and lets not forget that I made a plethora of cascade tutorials for beginners so they have a to-go-to place to take their time and learn.

outer fulcrum
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so the journey made you one....it must be a delight to work under your religious objection to see others succeed. Great role model.

fossil swan
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re: my previous posted sentence

outer fulcrum
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then capitalize on that and point them to the PLETHORA of cascade tutorials you have made. as suppose to be like ....

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humm your stupid use google

fossil swan
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he told me he found my channel

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refused to use it

outer fulcrum
#

but hey....my point proven...this is already a great open space to share knowledge... by your masters and moderators. ๐Ÿ‘Œ

fossil swan
#

then we again politely told him to take a look at some tutorials

#

if anything, its not proven. but hey, im fine to agree to disagree

outer fulcrum
#

you are somehow missing the point that as a moderator you reacted poorly....defended all you want...but I belive that is probably not what your role is about.

unkempt storm
#

I see where you're both coming from, but @fossil swan your flow chart is not a great way to get your point across.

outer fulcrum
#

thank you!

fossil swan
#

again, im fine to disagree on that. especially when someone keeps refusing to actually take the advice to try out some tutorials to learn the basics

unkempt storm
#

Refusing to take advice is a separate issue entirely from "Google it."

#

I am with you on that. It's frustrating when people come here, ask for help, refuse to take your advice and complain that things aren't working out.

#

That's on them.

#

Developers should have a basic understanding of Unreal before coming here. But it also stands to reason that, as a place people explicitly seek out for help with Unreal, telling people to use Google instead is often counterproductive.

fossil swan
#

yet you expect people to take prescious time to google the answer for them and copy the first link

#

teach a man to fish

unkempt storm
#

No, I expect people to share their expertise. Not Google something for someone else.

#

Continue pointing them to the many resources out there that exist. If they refuse, that 's on them and it's not your fault.

fossil swan
#

thats how 99% of basic questions get answered though

unkempt storm
#

If you know how to help someone, do it. If you don't, move on with your life so someone who does know can help them.

calm hemlock
#

Whenever I look in this chat, I am fine with investing a little bit of time even if the question is easy to google

#

Unless the question is just straight up boring, I don't mind questions that have an easy google-able answer

fossil swan
#

yea me too, and every of his questions was answered

#

mostly by me

#

regardless of the whole google discussion

indigo jolt
#

hehe about 10% of the time someone asks a question i actually do google for someone just because i know my faith in google is greater than theirs

#

i'm such a pro googler

cold sorrel
#

#Proogler

fossil swan
#

heck, I even explained what words to use to get accurate google results

unkempt storm
#

OK, so someone didn't take your advice.

#

Making a snarky flowchart doesn't help the situation.

fossil swan
#

not only mine mind you, im not the only person here to point at

indigo jolt
#

let's not make a big deal out of all this, if anyone's upset, i think we're all amicable adult sorts that won't be mean to each other

fossil swan
#

not to mention that discussion was a global discussion about people not googling, and not directly aimed at one

cold sorrel
#

@unkempt storm I think the fault lies with me. Before this discussion I asked about this very phenomenon. Lately there's been an increase in superbasic questions without a google attempt so I asked and wondered wether it's a generational thing. I believe it snowballed from there.

#

The asker in question got squeezed simply because I used him as the example due to being the most recent

indigo jolt
#

leave all super-basic stuff. i'm working from home and i need to communicate a few times a day or i go insane

#

i'll take care of it

#

lol

#

i'm actually on a webcam with my studio and vise versa but still....my sanity levels pretty low without guiding a newbie a few times a day

unkempt storm
#

The "Google it" discussion is always a controversial one, unfortunately.

fossil swan
#

ive always been active in this vfx chat, heck I asked for it. and i am never troubled answering questions, but you cannot expect people not to respond on things that are one right click away

unkempt storm
#

Hm. I think I'm confused as to what the problem is here. It sounds like you're all talking about different things.

fossil swan
#

all related

indigo jolt
#

btw, i'd like to pivot a little bit. has anyone here actually had any active experience using Cable Components in VFX? i've used it as a result of programmer hook up before....and looked up the tutorials but i'm curious about other people's experiences

#

has anyone here done any like grappling hook stuff with cable components - any opinions about using them with characters?

outer fulcrum
#

@cold sorrel and expect more as artist from VFX and Film move more and more to Real Time because of their conditions in their industry. Perhaphs change the channel name to "Just google it"

indigo jolt
#

i'm trying to get a balanced picture of pros and cons of using cable component vs a beam for a grappling type spell

fossil swan
#

@indigo jolt wow, that was a 180 degree turn in my thinking

#

@outer fulcrum ok, that made me laugh

celest birch
#

Cable component supports collisions now IIRC so you can wrap it around objects

outer fulcrum
#

@fossil swan ๐Ÿ™ƒ

indigo jolt
#

yes that's one solid point in their favor

#

i also like the fact that they're not FLAT so in first person they can be more shapely

celest birch
#

I did use them for a grappling prototype and I don't see any negatives in using them

indigo jolt
#

but right now all examples i've seen online have been really basic "mannequin" type examples, sometimes with good gameplay, but no in-game stuff

cold sorrel
#

I'm not sure the film transition people are necessarily leading that group, as when you've worked in a studio for a while, you learn to be self sufficient. That's what caused my initial question. I feel as if it is a new generation of somewhat entitled people who take this approach. I have nothing to back this up, which is why I asked the chat.

indigo jolt
#

so +1 vote from Tommy - i appreciate your input

fossil swan
#

anyways, regardless on my stance on googling and people not taking advice should also be able to take a small flick on the chin I do agree I'll think about it twice next time.

#

@cold sorrel I notice the same behavior though. im active on a lot of ue4 related media, and it actually happens quite often that an answered question gets asked right again without even attempting to scroll one sentence down.

#

another good example is the rtvfx group, where whenever a new vfx-inspirational video comes out, its posted multiple times, sometimes right next to eachother

cold sorrel
#

It's fine to ask, there's always someone who'll answer. I'm just curious about the underlying mentality

unkempt jacinth
#

My spidey senses tell me that the cables might not be performant once you've got everything else in the game, but I guess that depends on your budgets.

fossil swan
#

besides that I am not sure, entitlement? people only using facebook and their trendy social media only never looking beyond that? teachers not explaining how to gather information? parents not explaining it? we need a study group hehe

indigo jolt
#

ah VR - so mid way between mobile and PS4.

#

well more accurately, PS4 VR

#

which is midway between PS4 and Wii i think

#

sorta sub-PS3

cold sorrel
#

Yeah, Not sure I'd rate psvr above wii when it comes to vfx

indigo jolt
#

haha yeah

cold sorrel
#

I've had to opt harder now than I did on the wii...

indigo jolt
#

masked materials are my friend

#

translucency, what's that?

#

going stylized helps

#

i don't know if you have that luxury though

#

having to pull off realistic-style VFX with VR restrictions sounds painful

cold sorrel
#

Oh, I'm superstylized

indigo jolt
#

ok good for you then ๐Ÿ˜ƒ

cold sorrel
#

But everything is translucent

#

even the world

indigo jolt
#

hahahahaha

#

oh my god

cold sorrel
#

I love a good challenge

indigo jolt
#

yeah i don't even know what to say to that

#

like i imagine it must be part of a really amazing grand vision to justify such a thing

#

or you'd be in a terrible mood

cold sorrel
#

It is

#

๐Ÿ˜ƒ

#

It's going to turn heads

#

So it's worth it

indigo jolt
#

well let's compare VR games once they're public

cold sorrel
#

No fair, both my VR projects are in Unity

#

No fair, FOR YOU! ducks

indigo jolt
#

yeah i'll look like a lazy cheater

#

are you using any flash-like image 2d image sequence animations?

cold sorrel
#

Wrong sort of stylization

#

๐Ÿ˜„

indigo jolt
#

ah gotcha

#

that's kinda where i'm at, but so far done all with material stuff. i may have to dig deep and get my hands dirty with 2d animation at some point

cold sorrel
#

I got away with very controlled uv distortion for many things

indigo jolt
#

yes this method definitely is a friend of mine

#

i just started playing with Static Mesh morph targets in particles

#

totally in love

cold sorrel
#

Vertex Animation Textures is the bees knees for VR.

#

Depth and everything

#

You only have to sacrifice a lamb and some memory to get it

indigo jolt
#

i've been trying to keep poly count small in hopes i don't alarm the powers above

cold sorrel
#

o.O

indigo jolt
#

not sure if that'll really help

cold sorrel
#

It's been at LEAST three generations since we first started saying we don't need to care about polycount anymore.

#

๐Ÿ˜›

indigo jolt
#

but i haven't been able to detect any clear memory or fps costs at the scale i'm doing - like 160-500 tri range, single object

cold sorrel
#

pfft

indigo jolt
#

but i'm not the greatest at profiling yet

cold sorrel
#

I've been shouted at to reduce my meshparticle tri counts a couple of times.

#

Though, not on VR projects.

#

But the TADs didn't like my debris kicking out a couple of hundred k tris for every explosion.

indigo jolt
#

ya....we had one of those

#

he left

#

now my crossed fingers are the primary TAD

cold sorrel
#

My condolances

indigo jolt
#

yeah....i think most VFX artists need someone to keep us in check

#

but maybe i'm just greedy

calm hemlock
#

We settled for some special effects that effectively double all polycounts on the scene

indigo jolt
#

hehe i hope it was at least clever

#

on a star wars Wii game we did reflections by duplicating the entire environment and character, flipping it all inverted vertically, and gluing it to the floor, then setting floor to translucent

cold sorrel
#

The OG of reflection hacks

#

it's back now, thanks to vr

indigo jolt
#

haha

#

i thought it was hilarious, but it worked

cold sorrel
#

That's how all reflections worked pre ps3

calm hemlock
#

@indigo jolt it almost entirely has to do with using extra vertices that don't change actual shape of the mesh for various technical purposes

indigo jolt
#

neato, sounds mysterious

calm hemlock
#

It's not, just our flavor of soft edges implementation + different masking things

indigo jolt
#

cool, well be sure to share when it becomes an option

#

no rush

calm hemlock
#

If you highlight me later tonight I'll gladly show you

#

After work

#

It looks like any other soft edge thing, but it's not face-weighted-normals and uses bit more polygons

indigo jolt
#

very smooth

opal arch
#

Trying to figure out how to spawn particles from a mesh where the vertex color is painted. Is this a thing?

calm hemlock
#

I mean, it's a kinda straightforward thing to do with C++, but I'm not sure if there's a pre-existing thing for that

opal arch
#

rip, I found one person who'd asked the same thing but it was back in UDK. Couldn't seem to find an update to it.

cold sorrel
#

afaik you can only inherit the vert color but not control the emission with it

opal arch
#

yeah, that seems to be the case. ty!

#

The overall goal is to keep particles spawning within a volume but not clip outside of it. Sort of like a snow globe.

#

I'm gonna fart around with a sphere mask and see what I can do with that

unkempt jacinth
#

You can also spawn based on material assignment (for skel meshes) so depending on how you setup your materials that may work.

#

Never mind. Should have read the question properly. You want to paint the vert colour in the world.

indigo jolt
#

@opal arch could you explain more about the specifics of situation?

#

i mean if you just want to spawn like in a snow globe - Location > Sphere module will cover it

#

sphere mask could possibly help masking opacity of particles that exit if that's what you want

opal arch
#

^ yeah, you've got it ๐Ÿ˜ƒ @indigo jolt . @unkempt jacinth you're right, I should have said imported for this scenario. I just didn't wanna get too specific. The particles the clip through the thin shell are more or less the issue and the technical constraints are very tight so I was considering a few methods.

#

thanks for chiming in btw

paper pond
#

Anybody know cgwell forum? Those chinese guys are making super work and some of them are sharing their work. With google translate I get some jpg tutorials but there is one nice .zip file that is really interesting http://bbs.cgwell.com/thread-74804-1-1.html if anyone can re-share this zip i will be really appreciated.

celest jasper
#

we need a tutorial how to make this QQ account to register on that website

#

tried with my phone once, not sure where I got stucked

paper pond
#

I guess QQ account is not enough because you need to have some rank to see some hidden link or something.
Probably QQ work only if you have chinese internet or VPN in their region.

junior matrix
#

Any suggestions on making a particle that is a fixed size on screen?
Was enjoying the point render mode, but it's obviously a debug mode that's only yellow and 2x2 pixels.

indigo jolt
#

there's probably a few ways to do this, what is the end goal?

#

for instance, why does it need to be a particle and not a part of post process material?

#

or UI

celest birch
#

how would i go about doing a "blink"

#

like when a player gets hit

#

their post processing just blinks red

#

for one second

junior matrix
#

@indigo jolt I'm looking for garbage-tier Quake graphics (those single pixel particles always fascinated me), and dreading the WPO math that might be needed.

junior matrix
#

Turns out

indigo jolt
#

there's a screen-position thingy you can do with materials

junior matrix
#

I just found a ConstantScaleByDistance material function...

indigo jolt
#

that sounds useful

#

does it scale up particle via the mat though? or just scale up material?

junior matrix
#

Maybe it will break my heart.

indigo jolt
#

ScreenAlign and ScreenPosition might be the ticket

#

but then there's scale issues of the particles themselves to contend with, ie - you'd need them to scale up immensely at a distance

junior matrix
#

ConstantScaleByDistance has the right idea, but when the description says "falls apart at close distances", that's an understatement. Might need some more trig.

indigo jolt
#

good luck!

cold sorrel
#

Dust. Them be blendshapes

celest birch
#

pizza

celest jasper
#

Procedural Moustache Generator

indigo jolt
#

correct, blendshape experiment time!

#

and yes, this is obviously part of a game about moustaches, character customization will require at least 9000 moustache combinations

#

it's a dating sim where you try to seduce women, while also being a Private Eye. it's a Magnum PI dating sim

#

pick the wrong moustache for your tom selleck-type PI and you'll wind up with the Bad End

celest jasper
#

I've never played a dating sim in my life, but this will probably be the first one

indigo jolt
#

thanks, we're counting on your support, we have 10 confirmed customers and we expect to have as many as 12 by the end of next year

#

we're really not counting on sales, as much as DLC purchases of additional moustaches in the $10k-200k spending region per customer

fossil swan
mental quiver
#

@fossil swan Interesting, thanks for the link!

hard olive
#

Im trying to make a projectile with particle effects, right now i have a set of 3 emitters for each lightning, one is the beam itself, another is the source emitter and last one is a target emitter

#

For each simultaneous lightning particle i want to make, i need to have a separate set of 3 emitters so that the beams dont share the same source and target, anyone have any ideas to truncate this?

indigo jolt
#

source and target can be in same emitter. Just change source type/parameters same with target then use noise for shape

unkempt jacinth
#

Hi folks. I'm emitting small pieces of debris from a particle system. It's a masked material. If I can't turn on responsive AA how do I stop the temporal AA from turning my debris into a mushy smear?

fossil swan
#

never really noticed that, and I use masked all the time

unkempt jacinth
#

Once you see it you can't unsee it.

fossil swan
#

care to show me?

unkempt jacinth
#

It's more noticeable when the debris passes in front of the water. I've simplified the capture but when the arch collapses with translucent dust it's even worse.

barren raven
#

Temporal AA trails suck! Had loads of issues with them for dense grass scenes- the grass in motion caused loads of smeared distortion like that

unkempt jacinth
#

yeah. it's a pretty common problem. I wanted to check if there was another way to mitigate it than I wasn't aware of.

barren raven
#

The only things that helped a bit was ensuring a high fps (lower fps counts seemed to make the distortion more noticeable), making sure post processing like contact shadows, SSAO , SSR etc were either disabled or at max quality to not add further noise

fossil swan
#

those are meshes right? why make em masked?

unkempt jacinth
#

They're particle sprites with a subUV texture.

barren raven
#

The SSR on the water may be why it's more noticeable there, maybe test with the SSR off and see if it improves at all

#

Definitely way less noise going frame by frame on the other areas

unkempt jacinth
#

The water isn't too much of an issue because the arch actually collapses. So the chunks of the arch and dust are behind the debris. But the chunks and dust are causing a similar problem.

barren raven
#

Also not sure if that is the native res your screen is at, but these kind of problems are often exaggerated with limited resolution

unkempt jacinth
#

It's just a crop of the editor view.

barren raven
#

In fullscreen you might see less noise, but it'll still be there in some form

cold sorrel
#

Does it look better if you use actual meshparticles instead?

unkempt jacinth
#

I haven't tried yet. I'll try. I have a feeling they're small enough that the resolution of the motion vectors just doesn't pick them up.

fossil swan
#

when you buy a 3dsmax plugin that greatly enhances vertex normal editing, but it doesnt have anythin that can target the normals towards a location

celest jasper
#

and some random guy tells you that he is using a free software and it has a free addon that actually can do it

fossil swan
#

hehe

fossil swan
#

trying to solve particle issue with em not showing up in orhto, ends up just the viewport being broken and got stuck between wireframe and lit

verbal bramble
indigo jolt
fossil swan
#

just lerp in an ice texture from bottom to top or whatever.
the new 4.19 layer materials might be beneficial for this kind of thing.

gray inlet
#

Someone please enlighten me, what kind of UV sorcery do I have to perform to achieve these screenspace panning textures

cold sorrel
#

Looks like screenspace particles

gray inlet
#

that is actually the first thing I googled, but nothing

cold sorrel
#

It's not a thing in Unreal

#

It is in many modern engines (VFX wise)

celest jasper
#

Ugly post process method: sphere, sphere with 0-1 gradient, x amounts of panners/offsets/speed, 1 texture of your choice

#

I think I also saw another method/tutorial with green health crosses

gray inlet
#

I am trying the post process method atm, but I wan to avoid large textures with mainly empty space

#

and rather have individual textures rendered

cold sorrel
#

I'd try faking it first. Attach a localspace particlesystem to the camera. Offset them to play in front of camera.

celest jasper
#

why do you need a large texture with empty space? you can have x single spheres and move them around in screen space

gray inlet
#

yeah, that is why I was asking for UV magic above

#

I am not capable of this sorcery

celest jasper
#

desperately trying to find that healing UI animation

gray inlet
#

was it a video or written?

#

I might as well look for it myself

celest jasper
#

written I think

#

I can't find it ๐Ÿ˜

#

but

#

I'm trying a setup right now

#

with that setup I can move a texture from the top left corner to the center of the screen

#

back and forth

gray inlet
#

is it a clamped texture?

celest jasper
#

yes

#

but yeah, will be dirty if you want 10 bubbles on your screen

gray inlet
#

I considered using the custom expression

celest jasper
#

I think the health UI tutorial was on a japanese site

gray inlet
#

ya, also I already have a barebone system like yours

#

clamped texture and just add V-values over time

#

but

#

the math is so fucked

#

can't wrap my head around it

#

๐Ÿ˜„

celest jasper
#

I agree and I also think there must be another solution

gray inlet
#

well, my plan B was just UMG widgets

#

or coherent UI and javascript particle effect engine ๐Ÿ˜„

#

but all the other effects are post process

#

wanted to try it all together first

celest jasper
#

Luos probably knows the answer, looks like he successfully hacked the particle material to show particles on screen

#

Did you check out this?

#

My personal favorite though, render the particle with a black background and put a rendertarget on top, saw another game one day where they did that to render 3D objects on the UI, dayum impressive

candid flint
#

But render target is pretty expensive, isnt it?

celest jasper
#

depends, in that 3D model case it was cheap, because it was not on the whole screen, but rendering a particle scene with 2k res to use as UI, that's like rendering your scene twice, maybe less if you only render color and not buffers

#

my brain was sparkling when I thought about the 3D model case, but you are right, wouldn't make sense in that case

gray inlet
#

oh, ya render target is not a thing we want to use

#

but the luos thing might work

hard olive
#

looks real bland, what am i missing? still new to level designing

spare hare
#

I would say the contrast between lit and shadowed is too low. Decrease the Indirect/ Sky Light

#

@hard olive

#

The whole scene is evenly lit, light bouncing is definitively missing.

pseudo elm
pale dagger
#

@hard olive needs shadows

indigo jolt
#

@hard olive do what Raildex said. Skylight is too strong

celest jasper
#

@pseudo elm Last time I checked, pre 4.18, they worked

indigo jolt
#

bounding box

#

click on empty area in particle system to the side of any of the emitters, then scroll down the list until you get to "use fixed bounds"

#

select that

#

set values to -9999, -9999, -9999 for minimum

#

and 9999, 9999, 9999 for max

lofty vapor
#

Hello guys

#

I would like to ask smth

#

If there is anyone who has experience in Unity,
How difficult to remake particles made in Unity in Unreal Engine?

cold sorrel
#

Easy. Its harder to go the other way

#

The big things cascade is missing, that shuriken has, is a noise module and simulation speed.

#

But thats doable through other means

#

Your main hurdle would be ui. If you are used to shuriken, cascade will seem very cumbersome and a bit obtuse

lofty vapor
#

The thing is

#

I am more used to cascade

#

But If its possible then I will try it.

cold sorrel
#

All particlesystems are more or less the same

median peak
#

Does anybody known how to update the location of a single burst (or constant looping) particle in a BP/at runtime?

fossil swan
#

you can set anything location to distribution blueprint

#

in cascade

spare hare
#

I think he wants to directly manipulate a single particle, which is not possible

fossil swan
#

direct location

median peak
#

@fossil swan thanks that worked. didnt know about direct location, thats a useful one to remember

hallow arrow
#

did anybody play hellblade? remember the complete darkness part? does anybody have an approach how to recreate that?

cold sorrel
indigo jolt
#

whoa clicking now

cold sorrel
#

Do it! You would be able to join the patreon for nearly two years for the price I meant to ask for the pack.

candid flint
#

That looks amazing, but what is the performance impact?

cold sorrel
#

It's all in the vertex shader so it's cheap

#

The only thing to be wary of is the uncompressed textures that drive it but they are fairly small.

#

The core of the effects is all opaque as well so there's no overdraw like traditional blood so on most platforms, i'd say it's a bit cheaper than a normal blood effect.

candid flint
#

That's sweet

near blaze
#

Hi can anyone help I'm having a fairly easy time creating particle effect but for some reason the effect will run fine then either drop off or not be working completely my emmiter loops are set to 0 for continuous so I'm not sure it doesn't happen in cascade just the editor and play level

#

Also how do I get access to partikels blood pack do just have to donate

fossil swan
#

in what way does it drop off/not be working completely?

#

and yea, donate some munnies

near blaze
#

Well created some bubbles for a cryo chamber with multiple emitters for different sizes of bubbles runs fine for about a minute and a half then starts pumping out 1 bubble bout every 3 seconds happened the other day to with a fountain I created run for a minute and a half then just stopped its weird because they run fine in the cascade editor

fossil swan
#

lifetime correct?

near blaze
#

Set min 0 and max 0 on all emmiters

fossil swan
#

thats why

#

yoou are flooding your cpu or gpu

#

and since they cant die

#

you are hitting the limit

#

and ruining performance as well

near blaze
#

What should I run them at

fossil swan
#

not sure what you are exactly doing with em, care to show or tell?

near blaze
#

Just basic bubbles

brisk wedge
#

are the bubbles disappearing at any point or you want to see them forever?

fossil swan
#

static? moving upward/downward?

#

what should their behaviour be

#

that way I can accurately tell you how to approach it

near blaze
#

Yeah just bubbles rising

fossil swan
#

then set the lifetime slightly longer than them being in view

#

and if you want to make sure they are already started before looking at em, set the warmup time to a few seconds.

near blaze
#

Ok I'll give it a try thanks bro your somewhat of an icon to me so I appreciate your time๐Ÿ‘Š

fossil swan
#

no worries, and good luck.

near blaze
#

Thank you

orchid crown
#

how do i get a material like water to flow along an object in a specific direction?

median peak
#

@orchid crown if its just needs to go straight use a panner node on its UVs. If it needs to bend, use either a mesh distance field setup or make a flowmap.

orchid crown
#

yeah i asked in the Graphics chat and it was those or adjust the UVs and Pan

fossil swan
indigo jolt
#

clicking

steel skiff
#

Hello, does anyone know if there is a way to get per-particle location and\or velocity?

fossil swan
#

materials can grab location with ParticlePositionWS and speed with ParticleSpeed modules

#

so could be used to grab what you need

steel skiff
#

Yeah I know about that, however I needed to drive C++ logic via particle position to do other kinky stuff, so simply grabbing it in material wouldn't help me much

latent hound
#

can you put collison meshes around this stuff to make spells :v

fossil swan
#

@steel skiff my point was, if it can be forwarded to the material, im sure there is another way to grab that data.

pseudo elm
#

Hi. How do I get the screen position for an arbitrary world position passed into a post process material? It seems the TransformVector (WS to camera space) node is using 3x3 matrices under the hood :/ I subtracted the camera position from the arbitrary world position I am using but I seem to be missing some projection transform.

#

Is there a handy WS to screen space transform that I am missing?

spare hare
#

Is there a way to force LPVs to update instantly? They somehow smoothly interpolate and it looks werid with fast moving objects

pseudo elm
#

To answer my own question: TransformToClipSpace did the trick!

indigo jolt
#

@pseudo elm could you do us a favor and share images/video of what you accomplished? Sounds cool

#

I like seeing use-case scenarios

dusty sorrel
#

Hey, sorry if this is too vague or a silly question, but Iโ€™m trying to create a smoke effect that can interact with objects. Like if it were rising and hits a surface, it would disperse outwards from where it hit.

indigo jolt
#

that's at the far end of what's possible

#

you could use Distance Fields + Nearest Object nodes to make large smoke sprites distort and dissolve as they impact

#

or just depth fade to softly fade out opacity

#

and/or you make it so that it does those things, then set it to have an Event on collide that spawns other particles that move horizontally

#

with like a cylinder location module set to velocity with no positive/negative Z

dusty sorrel
#

Awesome ideas, Iโ€™ll see what I can do! Thanks!

analog onyx
#

I'm having a bit of trouble hitting right spot with particle effects for one project. They need to be somewhat semi-stylized, with low visual clutter. The problem is I keep falling into either something completely cartoonish or totally realistic. If anyone has a link to some inspiration regarding that, which is not on a first dozen of search result pages, or any advice in general, I'd be grateful.

indigo jolt
#

pinterest

#

a lot of it is flash, but some of it rides the line - closer to Street Fighter

analog onyx
#

Well, yeah, something like that in terms of visual smoothness, but yet at the same time should be closer to realistic.

indigo jolt
#

pick through those links

#

each one has links to more

#

until you kinda find the style you want

#

the amount of stuff there on pinterest is godly

#

i haven't found similar quality/quantity anywhere else

analog onyx
#

Thanks, I did dig through PI quite a bit. I can't even use words to describe what I am after. Can't show pictures of the style either.

indigo jolt
#

so it's something no one's ever done in any media?

#

and not even similar to anything?

analog onyx
#

Hard to say. I can't even pick a good baseline to iterate on. Describing it, the closest would be befriending path of exile effects with outline shader.

fossil swan
#

just comes down to some good noise textures, masks, and meshwork.

indigo jolt
#

yeah i'm suspecting same thing - masky stuff + some distortion.

analog onyx
#

I'd say that the culprit is that every effect falls out of the picture, once slight outline effect is added.

indigo jolt
#

a lot of path of exile stuff was very full of masked materials with a lot of specular etc

analog onyx
#

Aaand if the outline is added to effects, some of them stop reading properly

#

like steam for example

#

it fails to look like steam with dark outline

indigo jolt
#

yeah i kinda imagine it would, is there a reason why you feel like the outline is important?

analog onyx
#

Nope, the outline on the particles themselves is not important at all.

indigo jolt
#

i mean part of a "style" is usually related to triggering a familiar nostalgic aesthetic in an audience to something they've seen before. outlining all the vfx seems like a dubious move

#

i can't argue with going for a path of exiles look by any means, it's a lot of liquidy, shiny, gooey stuff

#

have you looked at Street Fighter 5 vfx?

#

that stuff is super good and does a lot of liquidy aesthetics

fossil swan
#

i love that style of vfx

#

almost as much as the more stylized naruto vfx

indigo jolt
#

ya its' crazy good

fossil swan
#

there was a post on the realtimevfx facebook group about it (made by me) and one of epic's devs submitted an awesome tool, he promised to update it but never gotten around to it ๐Ÿ˜ฆ

#

stuff looked so liquidy and organic

indigo jolt
#

i'm doing a LOT of that stuff right now, but cannot share yet

#

i don't think it's SF 5 quality though

#

that would be a stretch

pseudo elm
#

@indigo jolt No problem. I show you tomorrow.

normal bolt
#

Heya guys, Anybody know if it's possible to make a material or material instance that would split a mesh into different parts and have those parts rotate?

pseudo elm
indigo jolt
#

neat!

unkempt jacinth
#

@normal bolt you could store the pivot point of each separate piece in extra uv channels and use that to drive the position and rotation of each piece.

#

Or in the vertex colour which might be easier to setup.

surreal willow
#

hey guys, is niagra useable in 4.19

#

is is shipping in 4.19 rather

mortal lily
#

I'm not on 4.19pX but with the focus on niagara at multiple talks this year..i'd say its not too far away.

surreal willow
#

well thats good news

#

what about the nvidia pfx integration

mortal lily
#

nvidia pfx?

surreal willow
#

theres a few git branches with each individual one

#

bunch of nvidia gameworks technologies which utilise gpu particles for water/smoke/fire/hair etc

#
#

thing quite a few are integrated into the main build but hoping they add the pfx stuff with nigara

mortal lily
#

ahh flex and flow

#

you can already use them just get the branches from nvidia github

#

or try out the branch by @inner flicker

#

he combined a lot of them into one

surreal willow
#

hmm

mortal lily
#

incl. vxgi

surreal willow
#

ah nice, thanks

#

yeah Im no coder so i dont really know how to merge a bunch of branches into a working build

#

right now I want to modulate each particles position with a sine wave, but it isnt really possible in cascade

#

think I need to paramatize its velocity and use a sine function from the material editor or smth

inner flicker
#

basically

#

someone usually has latest merged branch there

#

I didn't include few techs as there were issues with them

#

some are less picky and merge things even when it breaks the merge

#

this is why I didn't end up having hairworks and waveworks in the merged build

#

waveworks rendering literally clashes at one point with flex rendering

#

@surreal willow

#

both based on 4.18.3 and have latest Blast (which I don't think all other peoples merges have)

#

do note that I updated Flex and Flow both from official 4.17 versions into 4.18.3, so I could have missed some things during the engine upgrade changed, had to change few things here and there in the process

#

but all examples seemed to work fine on my tests

surreal willow
#

thanks man downloaded it now

#

however when I build the engine it needs to download 4gb again to 'update dependences' is that normal?

#

I am in sz china and it seems to be downloading from the us servers, bc its downloading at about 500kbs but I get 30mbs from when I download builds from the launcher or via git

gusty vapor
indigo jolt
#

@ฯŸKฮ”ล#1842 looks like time of day difference

#

2nd image clearly has sun/directional light aiming from a borderline sunset location

#

first image is almost noon

#

if your sunlight is set via blueprint, this would change in gameplay

outer fulcrum
#

Howdy would any of you fine peeps like to share tips/tricks to reduce overdraw at the material level?

indigo jolt
#

masked/opaque materials instead of translucent

fossil swan
#

^

rotund quartz
surreal willow
#

nice!

#

I am currently learning it

mortal lily
#

So we can expect niagra in coming releases? 4.20+ ?

#

also i would like to know more about a potential timeframe for a transition period cascade->niagra

crimson crest
#

making a material and i want to access the far plane value. can i do that?

spare hare
#

Probably not

#

Isn't the far plane the highest value the Depth Buffer can take?

rotund quartz
#

@mortal lily I can't commit to dates here and now, but GDC should answer most of these questions for you!

mortal lily
#

Neat! Thank you for answering. @rotund quartz

fossil swan
#

generally if epic shows something during gdc, you can try it right away at home. either in experimental or full state.

#

at least, thats how it has been last few years

#

so cant say that with 100 certainty but generally speaking

surreal willow
#

did some niagara testing today, its buggy but in 4.18, unfortunately none of the nvidia gameworks pfx work in it

#

there is a spawn flow particle module in cascade but cant access it in niagara graph

rotund quartz
#

@surreal willow Niagara is a completely from-scratch new system. Cascade's functionality doesn't necessarily apply. Please don't consider what you see in 4.18 to be in any way representative - most of our development work has been happening in separate branches and what's in Main is woefully out of date ๐Ÿ˜ƒ

fossil swan
#

^ still fun to play with, but yea, dont use it for anything serious

surreal willow
#

hmm okay man, ya seemed like the ui was a bit all over the place for it

#

I am working on an interactive projection exhibition for a company in shenzhen, but cascade has pretty limited functionality

#

hopefully we can delay it until niagara is in a workable state

rotund quartz
#

UI and workflows have been our strongest focus over the past few months, as most code-side functionality is reasonably well in place. I think you may hardly recognize it in our GDC presentation ๐Ÿ˜‰

surreal willow
#

thats good dude, I like the cascade style stack, and also the node based system, looking forward to seeing it

coral sentinel
#

For some reason color of one of my ribbon particles in PIE is different from packaged game. What could be the cause?

celest jasper
#

Particle Material is using a Parameter Collection, but I highly doubt that

brave dove
#

hahahaha\

outer fulcrum
#

Hi fine people,

#

I am trying to attach a ribbon to a Mover emitter to create trails. However the ribbon gets all over the place. It does look cool but not what I am after. Any suggestions are greatly appreciated. ๐Ÿ˜ƒ

unkempt jacinth
#

@balaganvfx#1174 can you see the uvs in Houdini?

cold sorrel
#

It looks like the UV2 uvs from the VAT Rop has ended up in UV1 somehow

#

If you bring in the exported mesh into Houdini again, and check the uv editor. What does the different uvsets look like?

drowsy lynx
mortal lily
#

Slate looks really neat. ty! @drowsy lynx

pine crystal
#

Anyone ever run into a situation when using a cube map for skylight in a open world layout that the inside of buildings display reflections from what seems to be outside light sources?

#

Iโ€™m thinking about deleting all of my reflection captures and trying to narrow down the cause but I figured Iโ€™d run it by you guys first

pine crystal
#

example of what I'm talking about. What is with the light in this otherwise dark corner

wise geode
#

I'm working on a tron-like game where the player controls a bike with a ribbon particle effect spawning behind. The problem I'm having is I can't seem to get the ribbon to last forever and I also can't get it to have any collision. Would anyone be able to point me in the right direction at all?

surreal willow
#

@pine crystal skylight lights a mesh from all directions and does not take occlusion into account

#

if you are getting reflections then you may need to adjust the priority/radius/intensity of your refl captures, it basically blends them together. or possibly capture them in your scene with the skylight disabled then re-enable it

#

also last time I used the refl capturesI noticed that they did not capture metallic materials, and I had to use a scene capture camera, bake out the capture points and use them as cubemaps in my reflection captures

#

not sure if that has changed since 417

woven yacht
#

Hi!!!

#

๐Ÿ˜Š

pine crystal
#

@surreal willow Iโ€™m trying to use the skylight cast shadow LPV option in 4.18 .... epic has a video on how they do this in fortnight but Iโ€™m just now learning that dynamic global illumination and LPV is broken in 4.18

#

Iโ€™m not the only one having this issue it seems ๐Ÿ˜ฉ

#

If this was working the occlusion would mask the specular highlights in the dark corners and my scene would look great with completely dynamic lighting

pine crystal
#

Looks like nvidia makes a plugin that can be built into the engine for dynamic global illumination

#

Just not sure if itโ€™s for nvidia cards only and Iโ€™m pretty sure it will kill VR performance

celest birch
#

anyone have an idea on how i can prevent it from changing the material with the slightest rotation

#

im using vertex normal ws

#

trying to get something like this

woven yacht
#

are flow maps the only way to do waterfalls in ue4?

celest birch
#

@Klera_is_Foon#4275 Waterfalls only flow in one direction so why would you need a flow map?

woven yacht
#

to tell it what direction

drowsy lynx
#

@woven yacht you can make the geometry and the UVs in a way that the flow looks nicely without a flow map. this for example is a plane with some subdivisions:

#

this wiggly motion does NOT come from a flow map or the texture itself!

#

it's the uvs of the plane which give it the fluid motion

woven yacht
#

Oh ๐Ÿ˜Š

#

Thanks I need to make waterfalls and stuff ๐Ÿ˜›

spare hare
#

A Panner Node should be enough for a simple water fall.
If you want to have wobbly animation, you can distort the UVs without altering the UV Layout of your mesh

#

@fossil swan has a video uploaded where he explains how to distort the UVs and what usage it has

surreal willow
#

hey guys, any way to stop particles colliding with each other?

#

more specifically nvidia flow particles are colliding with cpu particles with collision enabled

#

but I cant change the collision channel because nvidia flow particles are set to worldstatic it seems

#

and I need it to collide with other geo

#

@uno the nvidia GI does not support reflective materials and has a very high overhead,

celest birch
sullen forge
#

btw guys niagara is working on 4.19 preview

#

you can actually do stuff with it

#

and man its complicated as fuck

#

but so much cool things

pine crystal
#

Does DFAO actually work in 4.19?

#

My project has a dynamic day/night cycle and would benefit from Distance Field AO but I havenโ€™t been able to get distance Fields working in 4.18.3

drowsy lynx
karmic kraken
#

@sullen forge does it? When i tried it crashed instantly as soon as i created some of the Niagara assets

pine crystal
indigo jolt
#

this working indoors now?

pine crystal
#

Yea

#

Distance Field AO

#

Fixed the movable skylight shadow and specular issues

#

Iโ€™ll take an inside screenshot in a bit

#

Outside shadows before DFAO

#

So apparently there is a bug you can work around with 4.18.3

pine crystal
brazen galleon
#

anyone have trouble getting emitters to fire during game play but they work fine in the editor when getting triggered by sequence?

#

the emitters are attached to actor and move just fine in the PIE but during gamelay they do one cycle then never fire again

#

any help appereicated

indigo jolt
#

ya that AO looks good

#

@brazen galleon i'd say yes, but not with the "fires once" - that sounds like it's on the blueprint

#

feels like some sort of non-replicated behavior or maybe a key press that doesn't allow multi-use

#

something in that ballpark sounds like the suspect

brazen galleon
#

I found it after 2 years

#

i had this issue before

#

I gave up on trying to fix this before

#

for anther prototype but so the default setting is to stop renderering the emitter after 1 second of being considered non critical

#

if you set that to 0 it will never kill it and work fine and you can you do it on the local emitter attached to the actor

#

so if you want to have it be auto culled never to return just do it on the local emitter

#

for the ones you want to keep

#

I have a looking main menu screen and my vapor trails were going away and it was making me sad and it was only happening when I was playing the game triggering the emitters in the sequencers made the trouble worse

#

I dont know what i mean with the sentence need coffee

#

sorry

#

๐Ÿ˜ƒ

#

looking should be LOOOPing

#

I am streaming right now you can see it fixed and looping it is the red ship flying around

#

I will leave it up for a few mins while i make some coffee

#

ok need to work again if you want to see it fixed and what I did then let me know

fossil swan
indigo jolt
#

i'm afraid to click

#

agh, they're so good

mortal lily
#

realistic magic spells tho ๐Ÿ˜›

bleak inlet
#

hmm never been in this channel

#

hello

#

is it possible to increase motion blur on particles ? ๐Ÿ˜ƒ

fossil swan
#

hmm good question hehe

bleak inlet
#

seen in a game it has nice blurry snow

#

each particle is blurred in the direction its going

#

I dont think its a matter of just multiplying the blur node in material editor ๐Ÿ˜„

#

but havent tried that

fossil swan
#

<_< going over my 2017 vfx stuff.
besides it being a limited amount since I did a lot of material stuff instead, god some of my old stuff is timed or set up poorly hehe

indigo jolt
#

it does seem like timing is one of those things that just slowly progresses

#

it's still not my strong point, but god is it hard to rush it....the more i do, the more perspective i get on it

fossil swan
#

having a lot of contact with an animator who keeps telling me

#

FASTER

#

SNAPPIER

#

LESS THIS, MORE THAT!

#

helps so much

indigo jolt
#

haha yes, that's the hardest thing, trying to make everything "win" in 0.5 seconds or less

#

i've had to move most of my workflow to 0.1 speed time dilation

#

so i can see what i'm doing

fossil swan
#

in the meantime

#

buuuuurp

indigo jolt
#

that's pleasant to watch

indigo jolt
#

show me shader complexity view lol

#

i have a heck of a hard time doing this sorta thing with even remotely reasonable overdraw

surreal willow
#

spekaing of which

#

is it possible.to make a trail particle using gpu particles

indigo jolt
#

you can use a buttload of gpu particles to ACT like a trail (sorta) but neither Ribbons nor Anim Trails can get all the fancy GPU particle benefits

#

ie - cost savings for large quantities

#

however, it's plausible that a Ribbon COULD be cheaper than GPU particles for the same amount of screen coverage in an effect

#

since a single ribbon, although semi-pricey, is at least low on overdraw...just high on cpu

surreal willow
#

yeah was thinking along those lines\

#

ribbon is quite expensive too

#

main problem is that said particle with the ribbon attatched has a lot of transform updates

#

needs to have collision and transform by an animated vector field

indigo jolt
#

haha oh man that sounds like quite a headache of requirements

#

what are you trying to make?

subtle idol
#

hey guys! I guess reflection captures are a visual effect? I was wondering if anyone has needed to use them in a large level where the player can seee both sides of a think wall or roof... and how they were able to hide the bleeding of the reflection. any help?

#

they dont seem to have any settings within them to let the fade over distance or a bounding box for culling

pine crystal
#

@subtle idol you using movable skylight arenโ€™t u

#

We all have that issue itโ€™s a limitation of the engine

subtle idol
#

Hey @pine crystal Stationary sky light. but reflection probes have the priority on the external walls where there is overlap

pine crystal
#

Static and stationary bakes lighting and is blocked by meshes with reflection captures

#

You bake AO and lighting and recapture the reflections

#

With stationary skylight

subtle idol
#

aye, and this should solve the issue of reflection probes inside a building overlapping with the roof (due to an odd shaped building) giving less bleeding of that reflection on the exterior?

pine crystal
#

With movable the only way to mask is dynamic AO in post process and distance fields

#

Yes

subtle idol
#

ok, I will give it a try then! I havent baked in a while. Worth a shot!

pine crystal
#

It will solve as it now has updated lighting information for reflection

subtle idol
#

ty

pine crystal
#

Really good article on reflections

#

Iโ€™m still trying to figure out a way to do movable skylight reflections without bleeding but this article doesnโ€™t really address it other than stating limitations on movable objects

#

Stationary and static skylight will give awesome reflections once Lightmass is baked and captures are refreshed

#

Occlusion will take care of the bleeding as long as your radius doesnโ€™t overlap wall geometry

#

My challenge is working with stationary skylight and movable directional lighting as the skylight isnโ€™t static for lighting completely so Iโ€™m in between worlds lol

#

In a world where I have to bake AO but not directional light shadows

#

And use cascading shadowing for directional light

#

Makes my head hurt honestly

#

So Iโ€™m trying to fake dynamic skylight with a stationary ambient cube .... bake the AO only and allow the directional light and stationary skylight intensity to fake dynamic lighting as the sun sets and rises

#

The joys of VR forward rendering lol

past osprey
fossil swan
#

need a particle color node in the material

#

multiply it with whatever goes into base and/or emissive

#

also multiply its alpha with whatever goes into mask/opacity

pseudo elm
celest birch
#

anyone know why i cant seem to get the color difference

fossil swan
#

that depends on the difference between grayscales per layer

#

also disable srgb

celest birch
#

this is in photoshop

#

also SRGB isnt on

bold bane
#

Hey all, do you think morph targets are more efficient than joint deformations for performance?

#

wanna try some animation but the quantity of joints are making me think about performance

analog onyx
#

@bold bane No, skinned deformations are commonly less taxing.

#

Depends on the rig

bold bane
#

actually it is a kind of a procedural root growing/wiggling animation but for retain the geometry as smooth as possible, I should spend a lot of joints like 10 or 15

#

so I though morph animation might ba a way to go

celest birch
#

anyone know what im doing wrong for them to look so different?

sullen forge
#

magic blast effect

celest birch
#

thats cool @sullen forge

fossil swan
#

neato @sullen forge
I'd probably get something masked (opacity) at the bottom going upwards a bit to really ground it.

sullen forge
#

what about the blending with the ground?

#

at the moment the depth fade + the light grounds it quite well

#

i also need some flames or particles

fossil swan
#

well its a personal taste, i'd probably not blend it but make the contrast stronger

analog onyx
#

Pretty neat effect! I'd probably say that the effect would look better, if the wave was reading more bulky on the bottom and lighter in the crest, but that is probably personal flavor.

sullen forge
#

i see what you mean @fossil swan

#

maybe i can use one of those mesh animation effects for the ground

#

like an opaque energy cloud

fossil swan
#

hmm, what I'd try is duplicate the mesh, expand flat over the floor a little, mask out the top and get some masked energy over it.
If you send me the mesh I can do a quick mockup. and if you dont like the result, fine with me either way ๐Ÿ˜ƒ

pine crystal
#

I still think I'm going to be able to fake a really good look

pine crystal
#

So even though the baked lighting looks better than dynamic AO VR seems to do better ๐Ÿ‘๐Ÿผ

#

Iโ€™m really impressed by ue4โ€™s ability to do dynamic light source for the sun while allowing stationary skylight light mass to cascade shadows

solid stream
#

that grass is overly bright ๐Ÿ˜„