#visual-fx

1 messages · Page 13 of 1

celest birch
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Looks right

surreal bay
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though my world became black, except for the cube 😄

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something went wrong 😄

celest birch
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Don't plug the custom straight into emissive

surreal bay
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but the error is gone, at least

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oh, I am dumb 😐

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I forgot to fix it

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Totally working, you're a wizard! 😋 Really appreciate, thanks! 😃

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By the way, any chance there is a book you learned from?

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and would recomend

celest birch
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Nah I learned everything I know from testing and trying to implement my own shaders

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I don't actually know HLSL. I just get by on my C knowledge

surreal bay
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I wish I could learn that way as well lol... I usually get stumped by not understanding what my node are doing, probably I need to figure out a better way to display the outputs or of reasoning about them

celest birch
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Well the outline code is pretty simple. It just samples the neighbouring pixels and outputs the highest pixel value

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TL = Top Left, TM = Top Middle, TR = Top Middle etc.

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ScreenPosition + float2(x, y) is just the UV position of the pixel you want to sample

surreal bay
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Yeah but I think I'm missing all the concept around, like what Texel are, or somethimes it seems like "pixel" are treated as a 3d intity inside a virtual world an sometimes as a 2D thing on a plane, or maybe I'm getting it wrong, basically I have too much doubts all around 360° that prevent me from actually understand this stuff :\

celest birch
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Oh right, in that case you probably just need a better understanding of rendering

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Don't worry it's all pretty simple 🙂

surreal bay
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oh btw,

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what node should I use to overlay my base material? :S

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rather, to overlay this effect to my base material

celest birch
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What do you mean?

surreal bay
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well I want the edge outline but also to keep the cube original material for the inside

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not a black mesh :S

celest birch
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I thought your original cube material was just black

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The Post Process Input 0 connected to the Lerp is supposed to show through your original mesh

surreal bay
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this is that material, I've assigned it to the cube

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don't know if I was meant to

celest birch
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You're supposed to add it to a Post Process Volume

surreal bay
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ah, got it

celest birch
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I didn't even know you could assign post process materials to meshes...

surreal bay
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maybe my random clicking is unlocking new functionality

indigo jolt
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@harsh peak i don't like using SUB uv for mesh particles that need uv distortion, i usually tend to use Flipbook

celest jasper
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I was waiting for this s<3t

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Will tell in 13min if it's good... yup this guy is cool

lusty saddle
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the same thing as writing this in a custom node : return SceneTextureLookup(UVs, 14, false); ?

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What comes from SceneTextureLookup is weirdly resized and it change when I resize the window...

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Its like there's a buffer which keep the maximum size when you extend the window

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and when you reduce the window it wants to display the whole buffer (even if there's a blank space on the right and at the bottom)

cold sparrow
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That unreal video with Chris, was great! I would love to see more of that stuff.

celest birch
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@lusty saddle The way you get UVs for Scene Textures has changed in 4.19

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Use this:

float2 UV = GetDefaultSceneTextureUV(Parameters, 14);
lusty saddle
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@celest birch : Thank you so much 😄 !

surreal bay
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@celest birch I wanted you to ask the other day and I've forgot, but where can I read the api you're getting the GetDefaultSceneTextureUV() function from?

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is something general to HLSL?

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or something that is from UnrealEngine?

celest birch
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@surreal bay I just get it from the generated HLSL code which you can view in the material editor by going to Window\HLSL Code

surreal bay
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what?! nice trick 😄 Btw do you read it from that window, or there is like some tool that can give you proper highlight?

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maybe pasting it in VS would give proper highlight? Need to try

celest birch
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I copy paste into Notepad++ but VS would work too

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I just set the syntax highlighting to C++ or C#

surreal bay
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ok I've pasted it in notepad++, err..where is the C++ syntax highlight option? 😬

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sorry I know I can google this

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but since we are already here... 😄

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oh, found it

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much better!

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😃

celest birch
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Language\C\C++

surreal bay
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apparently you can download the file, import it from notepade++ under Language/UserDefinedLanguage import

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and get HLSL highlight

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proper one 😛

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I'm trying it now, succeded to import the file but failing to apply it 😐

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strange

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Well if you happen to try it out and it works, let me know 😃

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it works!

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required to restart notepad++ after import

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but it looks the same as c++ highlight? 😄

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well, I guess one can add it's own highlight for other stuff so is a good base

celest birch
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Ah yup this works. Thanks 🙂

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C++ didn't highlight float2, float3 etc

surreal bay
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glad I could help you back, then 😃

celest jasper
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Is there an actual chance that noise textures are packed together when you select the Texture Group to Effects? Because Paragon noise textures are not packed in RGB and they are using a lot of them.

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I don't think so, but strange nonetheless

drowsy stag
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I have the problem, that my particle collision (CPU, not GPU) works perfectly fine in editor view, but it doesn't collide at runtime. Is somebody familiar with that issue? Thanks for your help

strong carbon
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It’s not always advantageous to channel pack if you are looking for quality. The channels crosstalk and degrade the fidelity of any individual texture. Often it’s better to keep the textures separate if you have quality concerns.

fossil swan
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^

drowsy stag
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Is there a bug with "Quality Level Spawn Rate Scale" on the Emitter Class Module in Cascade? If you uncheck "Apply Global Spawn Rate Scale" in the Spawn Module to adjust the emitters own Quality Level Spawn Rate Scale in the Emitter Class Module, then the result is always 0, unless the value is exactly on 1.

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Info: I am on 4.18

sullen forge
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@strong carbon doesnt that depend on compression settings?

strong carbon
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Only if you go uncompressed, in which case there’s no point in channel packing anyways

sullen forge
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@strong carbon doesnt channel packing allow you to sample the texture once?

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at least if the sampling is coherent at the same UV

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or bind 1 texture instead of binding multiplpe

strong carbon
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Sure, in practice it can be a savings. Not compared to uncompressed data though in most cases as you are likely to just stall reading the texture. Every platform is different, these are all generalities. Generally, vfx materials are not texture stalled compared to instruction count so the cost of a couple small texture reads doesn’t fill the bucket at the same rate as pixel shader complexity

sullen forge
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thanks for the clarification

strong carbon
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FWIW I generally pack textures unless I need extra quality in which case I use greyscale which is single channel uncompressed, and get my color elsewhere

cold sorrel
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Oh yeah, I got some proper awesome bugs from channelpacking when making energyfields on Naboo. Smooth gradients in some channels. low frequency specks in another. Bad times... 😄

analog onyx
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@cold sorrel Do you know by any chance, what tex compression was used for detail textures, that were blended over photoscanned assets in battlefront ?

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I remember GDC talk by DICE about the battlefront pipeline and I had been wondering ever since, why channel cross talk is not noticeable in the game, especially for normals.

winged nymph
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the viewport in cascade is like 50% functional

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anything that requires it to move to see... forget it

celest birch
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does anyone have any advice on how i can take the data captured through the new 'audio capture' plugin and using it to change my vr pawns camera's post-processing fx?

lusty saddle
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Hey ! I don't know if it's the right channel, but i'd like to know if there's a better method to create "tire trace" (when a car is drifting) than just spawning lot of decals ?

fossil swan
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@winged nymph there is a motion option

celest jasper
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@lusty saddle Some Indie Games use Ribbon particles, I also saw Rendertargets, but if you need the stamp of the tire, decals are still the best way. Even the newest graphical update of World of Tanks is using them. More about World of Tanks: https://80.lv/articles/world-of-tanks-graphical-update-technical-overview/

lusty saddle
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@celest jasper : Thank you for helping me ! I just want to darken the road (no need for normals or position offset).
I think the Ribbon method could create some visual bugs (the ribbon needs to be a little higher than the road I guess ?)
Right now, i'm testing with the decal method, but i'm afraid it will create thousands in seconds...

celest birch
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Use Render Targets

celest jasper
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I once used a Mesh Particle System that spawned just meshes (plane), so I could easily adjust how many are spawned, but that was stylized + top-down + flat surface, depends on your game, so any information is much appreciated

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General answer for PBR, look at World of Tanks ^^

lusty saddle
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@celest birch What do you mean ?

celest jasper
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yeah, this is going Rendertargets 😄

celest birch
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Actually RT might not be the best way. Fast objects can create holes in the trails when using RTs

celest jasper
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question, are you only riding on a plane?

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or will you have bumps?

lusty saddle
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there are bumps, looping, and generally non-planar roads (like trackmania)

celest birch
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Yeah perhaps not render targets lol

celest jasper
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realistic/ actual stamp of the tires or just a trail with a simple color/gradient?

lusty saddle
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just a trail, players won't be able to see the stamps I think

celest birch
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Decal is probably the way to go

lusty saddle
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ok, thank you ! And you don't think it will be quite heavy on performance ?

celest jasper
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depends how long you want the effect to stay on the road

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in a particle system you can easily kill them with time

lusty saddle
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I was planning to use the "LifeSpan" parameters of decal. If it stay 10 seconds, i'm good !

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The thing is that's a multiplayer game (8 players) and if everyone drift at the same time, that'll create 8 * 4 tires = 32 decals per ticks...

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so ~2000 decals in a second

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(or i can space them a little bit, but i don't want holes in the trace)

celest jasper
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you have to test that yourself, and if things won't work, try just using solid mesh planes, I doubt anyone here tested such a number

lusty saddle
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Ok, thank you very much for your help ! I'll test that as soon as I manage to get "SpawnDecalAtLocation" working 😛 !

celest jasper
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but theoretically spawning 2000 meshes in a particle system can be done, with my approach I used SpawnPerUnit and I didn't see much of a difference on my i5 4460, Radeon R9 270x

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I would be more concerned about network code, I only have that thought in my mind where Overwatch devs talked about Mei's Ice, but with Particles you just disable/enable them on the clients, as long as it's just a visual thing it shouldn't be a problem, but for that we also have another channel 🙂

celest birch
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hey, anyone know how to get this to work in 4 18, blur custom shader i got off the forums
float4 blur = Texture2DSample(Tex, TexSampler, UV);

for (int i = 0; i < r; i++)
{

blur += Texture2DSample(Tex, TexSampler, UV + float2(i * dist, 0));
blur += Texture2DSample(Tex, TexSampler, UV - float2(i * dist, 0));

}

for (int j = 0; j < r; j++)
{

blur += Texture2DSample(Tex, TexSampler, UV + float2(0, j * dist));
blur += Texture2DSample(Tex, TexSampler, UV - float2(0, j * dist));

}

blur /= 2*(2*r)+1;

return blur;

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with a render target

fossil swan
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at least, as someone who never had to make tire-slipthingies, thats how I'd probably do it

lusty saddle
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Thank you @fossil swan !

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@celest birch What's wrong with this code ?

celest birch
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doesnt seem to allow me to enter a render target texture

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sec just to be sure cause i went over 50 different shaders today

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ah

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undeclared identifier scenetexturelookup

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i have inputs UV dist and r

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anyway cant input texture2d into the uv

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scene texture works fine

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i need to blur a render target that i will use as an aplha in the pp

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Texture doesn't go into UV

lusty saddle
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Is it a post processing effect ?

celest birch
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Goes into an input called Tex

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Need to connect the Color output of a SceneTexture to get rid of the undeclared identifier error

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ye its pp, trying to get the fog of war

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but i need to do it over a rt

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i mean i have it over 50 other ways but its this one specific everyone want

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What are you doing to create the RT? Might be better to not use a blur

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have a rendered procedural disk mesh, that has a stencil value, i can use it just fine to generate fow but i need soft edges and now its a pain in the ass, anyway camera component with a scene capture attached to it that renders only the mesh that i input as the alpha, also use the render texture current and old as a way to interpolate between those two so i get nice transitions (that dont work atm cause the rt is rendered on the screen and im moving both textures when moving the char)

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Oh right I remember this

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sshort answer trying to get moba fow

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like lol

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for a twin stick shooter

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Well if you get the blur working, I'm interested to see how the FOW looks

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here s a cropped image for ui

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this i can get np

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or with full hard endges with min nodes

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white is a building im in

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i managed to break one of my iterations to show ill try to fix it to ss

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ah here it is

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i get the edges if use a rt with 24x16 resolution

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but i get alignment issues on the screen depending on the resolution

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the custom stencil one is perfect minus the rough edges and no interpolation

lusty saddle
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@celest birch

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use this : float2 UV = GetDefaultSceneTextureUV(Parameters, 14);

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then this

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SceneTextureLookup(UV, 14, false);

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you can offset the UV with some float2

celest birch
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did i mention i have no idea about custom shaders, im just randomly poking around hoping it will work xD

lusty saddle
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oh x)

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let me take a look at the code

celest birch
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just to mention the top screenshot is just using a customstencil scene texture in alpha of a lerp and the bottom picture is 2 render targets

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@lusty saddle here it is again
float4 blur = Tex.Sample(Tex, UV);

for (int i = 0; i < r; i++)
{

blur += Tex.Sample(Tex, UV + float2(i * dist, 0));
blur += Tex.Sample(Tex, UV - float2(i * dist, 0));

}

for (int j = 0; j < r; j++)
{

blur += Tex.Sample(Tex, UV + float2(0, j * dist));
blur +=Tex.Sample(Tex, UV - float2(0, j * dist));

}

blur /= 2*(2*r)+1;

return blur;

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inputs are UV, Tex, dist, r

lusty saddle
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float2 UV = GetDefaultSceneTextureUV(Parameters, 14);
float4 blur = SceneTextureLookup(UV, 14, false);

for (int i = 0; i < radius; i++)
{

blur += SceneTextureLookup(UV + float2(i * dist, 0), 14, false);
blur += SceneTextureLookup(UV - float2(i * dist, 0), 14, false);

}

for (int j = 0; j < radius; j++)
{

blur += SceneTextureLookup(UV + float2(0, j * dist), 14, false);
blur += SceneTextureLookup(UV - float2(0, j * dist), 14, false);

}

blur /= 2*(2*radius)+1;

return blur;```
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input are radius and dist

celest birch
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tex coord into the uv?

lusty saddle
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hum

celest birch
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Depends if you're using 4.19

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4 18

lusty saddle
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oh

celest birch
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did the change it in 19?

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they

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TexCoord into UV is fine. You can remove the top line

lusty saddle
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sorry, it was for 4.19

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yes

celest birch
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It's different in 4.19

lusty saddle
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so you can remove the top line and input "screen position"

celest birch
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Wait why are you using SceneTexture in the first place? I thought you were blurring the render target

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was wondering ye

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need to use it with a rt

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as texture input

lusty saddle
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ah

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i though you just blured the final image

celest birch
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need to blur the alpha

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best case

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Your original code should work fine. You just need to supply RT to the custom node and call it Tex

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to stop poking around

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this is the whole setup

lusty saddle
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Sorry, I don't know how to use "external" texture :/ ... For me, the input of a cutom node can only be float, float2, float3 and float4. I don't know about texture parameters...

celest birch
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i just use a channel from the texture as a grayscale

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its float2

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i mean scalar

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wish unreal had a simple blur node for all of this

lusty saddle
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from what i understand, you dont want a float/scalar, you want a "texture of scalar"

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the type name is "sampler2D"

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Did you try to use a Texture Object ?

celest jasper
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@fossil swan topic: Tire Trails: That BP video you sent is Rendertargets, but his track is full of custom Static Meshes, which would need a whole new system of managing shitload of Rendertextures

lusty saddle
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Yes, it was very interesting but reaaaaally complex for what i want

winged nymph
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@fossil swan I know, but it doesn't react the same

lusty saddle
indigo jolt
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ya that's looking pretty fantastic

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there are people that love decals, and there are people that haven't figured out how to use decals

winged nymph
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any good decal tutorials?

celest birch
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@celest birch Your texture needs to be Texture Object

lunar surge
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@celest birch , was afk, ill try that tomorrow

indigo jolt
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if you don't have your decals rotating to align to surface like this...every other consideration is meaningless

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once you get past that, then you can start driving decal animations via Decal Lifetime node (in material) + decal fade node (in blueprint)

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ie - set decal lifetime to drive a flipbook with 64 frames, then set decal fade time to like 2 seconds with 0 declay and you'll have a nice animation

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also i highly suggest getting a good radial uv function for decals so you can do animated things like expanding rings/splats etc. Polar Coordinates is one term for it

winged nymph
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@indigo jolt :thanks:

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can decals receive events from particle systems?

indigo jolt
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yes

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you can have particle impacts trigger decals

winged nymph
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how can I get Maya viewport to playback my cached fluid faster

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its only 200 res 32x32x32 it should playback faster than 1 frame every 5 seconds right

indigo jolt
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ah not many people here are going to know that one - maybe Glad might

cold sorrel
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Step 1. Get a better machine.
If step 1 fails, stop simulating in Maya for the love of Bob

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If a 32x32x32 cache is that slow, you are either on a laptop or Maya is still as bad as it was when I abandoned it years ago.

winged nymph
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I should learn houdini

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the machine is a work machine and theyre not gonna buy me a new one

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it's not terrible though

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they might get me houdini though

celest birch
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😂

winged nymph
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@cold sorrel WHat do you use to make sprite sheets? I just tried using photoshop's contact sheet but it doesnt bring the alphas in >:-|

celest birch
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Anyone good w unreal?

winged nymph
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ok that took forever to make a 121 cell SubUV index with an alpha with photoshop

celest birch
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4000 in this serverr but no one in chats

winged nymph
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you havent even asked a real question

dark dagger
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@winged nymph Houdini can export sprite sheets directly. Although I understand Slate is good for making them otherwise?

winged nymph
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I went through a basic tutorial with houdini today, it's pretty expensive for a studio though

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but how would you generate the sprite sheet through houdini from exrs instead of through an effect created in houdini

unkempt jacinth
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Houdini has its own compositing context called COPs. The mosaic node will generate a sprite sheet from an image sequence.

mortal lily
#

I prefer to render out frame by frame from maya and assemble my spritesheet in After Effects. This way i can minimize waste of texturespace etc.

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@Qwiggλlo#6669 they recently made optimizations to how fluids (depending on what fluids we're talking tho) are rendered in the viewport. Sadly they ship those only with Maya 2019 (as an update, for more money hehe)

brittle monolith
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@fossil swan just saw the Niagara keynote, holy damn

cold sorrel
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Slate is the easiest way to build sheets since it's purpose built for it.

willow spoke
#

Has anyone used Niagara?

brittle monolith
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There's a really old version in 4.19, but the real deal will come early access in 4.20

willow spoke
#

man I'm so excited to try that baby out

winged nymph
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is there a particle system instance?

indigo jolt
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nope

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however, i do tend to open up 2 particle systems at once and just "export" various elements from one to another

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like 90% of my fx start that way

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starting from scratch is annoying

surreal bay
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Is still worth to learn cascade or I should just wait Niagara? :S

winged nymph
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ya I export a lot of emitters

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everythign isn't going ot be all niagara immediately

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there will still be cascade based effects on the marketplace you might want etc

lone wing
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is there even a release version already?

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for niagara

celest jasper
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also, it's not like Cascade is the most complex software that exists, you can just hop in and do stuff

mortal lily
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cascade probably wont go away in a heartbeat just because niagara is there

ruby ermine
#

I have a question that kinda goes both to #graphics and here. It's about particle system being used for placing volumetric fog. Perhaps anyone here used that and is willing to help me out here

celest birch
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What's the question?

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@ruby ermine

ruby ermine
#

well I posted it on answerhub so here's the link:

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tl;dr I can't recreate the particle system shown in the tutorial. What am I doing wrong

celest birch
#

First, is vol fog enabled and did you set material to Volume?

ruby ermine
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yeah I've set the material to volume and vol fog is enabled, I just decreased the density so it's not that visible

celest birch
#

Alright lemme test real quick

ruby ermine
#

sure

celest birch
#

Works fine for me I think

ruby ermine
celest birch
#

I've got pretty much the same material setup as you

ruby ermine
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@celest birch so you changed liftime, initial velocity and initial location in particle system

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or anything else?

celest birch
#

I just deleted initial velocity and lifetime

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And changed it to burst (probably not neccessary)

ruby ermine
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well, I'm out of ideas

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I get sparkling tiny grey dots instead of fog

ruby ermine
#

@celest birch could you perhaps pack and upload that material and particle system somewhere for me?

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I think I've googled everything there was to google. Also created a new project and tried making this with no luck

celest birch
#

@ruby ermine I'm on 4.19 btw

ruby ermine
#

yeah, for some reason I just assumed that 😀

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same here

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well, thanks. Let's see if this is any different

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well it works

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and that's confusing

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gotta find the difference

drowsy vale
#

guys, when i spawn a projectile with a Ribbon particle system as a child to it, due to the high speed of the projectile i end up with the Ribbon over shooting it's tail towards the player (inverse of direction of movement), any idea how to fix this overshooting of the ribbon tiles ?

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i dont even have velocity for my PS

indigo jolt
#

set ribbon to World Space not Local

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and if that's not issue

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then i'm tempted to say ditch the ribbon and use a beam

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a ribbon that doesn't bend could be done with a ribbon and an animating material

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via a Beam

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ribbons are weird about velocity, too slow and they get all janky /foldy. too fast and they break

drowsy vale
#

ok will try world space, maybe they better implement it in Niagara 😦

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well it is already in World Space, my hack is that in the projectile BP i set the PS as auto active (false) then after 0.02 seconds i activate the PS so that the trail from the ribbon is not getting throu the mesh =))) fml

indigo jolt
#

ah a slight delay

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also you can simply remove some of the opacity at the front end of the material of the ribbon

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ribbons operate in 0-1 space in your uv's

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so if your ribbon was just a single dot in the middle of a square for instance, it would stretch into a really stretched oval, but it wouldn't touch either end of the ribbon

drowsy vale
#

yeah opacity trick is also a nice idea to try

#

thanks

still sentinel
celest birch
#

Circular blur?

still sentinel
#

Like a radial blur, but instead of away from the center, it's around the center

celest birch
#

Might not be the most efficient way but I would use a 1D kernel and rotate it depending on its direction from the center

#

Never implemented radial/circular blur before though

still sentinel
#

Thanks

dark dagger
#

There isn't a good way to put a custom curve into a material is there? I'm trying to control lerping between two different morph targets based on an input. Trying to get a nice smooth A > B > C > A transition. Could stick it in my particle dynamic parameters, but I'm trying to use those to set a random rate.

indigo jolt
#

you got like 3 options

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at least

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one is free up one of your dynamic parameters obviously....another is to stop using your particle color for particle color and use some of the particle color channels

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those can be keyframed to drive stuff - in fact, i actually routinely use particle color channels to drive random rates on stuff

dark dagger
#

Correct me if I'm wrong, but those are both either "life of the particle" or "Fixed loop time" aren't they?

indigo jolt
#

another option is just use regular old parameter float values, then drive those with Timelines in Blueprint

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with color you got life of particle OR "at start" if you go with "initial color"

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there's a very good chance you'll want to do this with a blueprint timeline

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since then you get some really precise control over what happens in which order

dark dagger
#

I'm doing flock of birds. Trying to give each of them a blueprint seems excessive?

indigo jolt
#

oh you're doing morph target wing flaps?

dark dagger
#

Right.

indigo jolt
#

ah i see now

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you want to go from morph 1 to morph 2, then morph 3, then back to 1, but skip 2 on the way back

dark dagger
#

Right!

indigo jolt
#

hmmm i'm actually about to tackle this problem myself in the coming week or two....

dark dagger
#

And using the Dynamic parameter to adjust the time input to the flap rate, so they're not all beating at the same rate, which gets shot if I just put a bunch of keys in dynamic parameters that control the lerping.

#

Works great for two states, but three... I figured I'd just drive the time through a custom curve instead of a sine, no problem, but it looks like that's not viable in the material itself.

indigo jolt
#

well you can kinda get around that same rate flapping thing if they spawn at different times

dark dagger
#

A fair point! Use case is birds sitting around that take off as a flock when you get too close, so the flying ones will all spawn at once.

indigo jolt
#

i'm tempted to say do 1-2-3 at Normal Speed, then do 3-2-1 at 4x speed

#

1 second for main flap, 0.25 seconds for "un-flap"

#

i don't really know how birds do this so i should probably watch some reference...

dark dagger
#

We found there's this "M" shape that the wings form when they're pulling up that they don't have when they're going down.

indigo jolt
#

you know what i'm seeing here that is cooler?

#

the non-flap lulls

dark dagger
#

That IS pretty cool.

indigo jolt
#

it's 1-2-3-2-3-1-2-3-2-1 ----- coast ---- repeat

#

they're not really moving that much

#

and it feels like similar movement both directions

#

like 3 symmetrical beats then a pause

dark dagger
#

Though that's more of a cruising cadence.

indigo jolt
#

that's my kneejerk reaction to reference anyway - getting in that coasting would add more variety and realism than consta-flap

dark dagger
#

descending -> Flap wings, Ascend -- > Glide -- > Repeat

indigo jolt
#

i'd honestly try doing it like that with just 1-2-3-2-1 - glide - etc and just see how it looks

#

and maybe dial down the wing flap motion to bare minimum

#

i mean unless it's ducks

#

ducks seem to flap like mad

#

you're probably doing crows right?

dark dagger
#

Yeah. I mean, I HAVE it with a symmetrical motion (for crows), but I've been asked to add the shape change on the upstroke. So....

indigo jolt
#

hmmm

#

lol ok here's solution but it's ridiculous

#

ok so you can only pack 3 morph targets

#

BUT this will be in a particle system

#

so you could have 2 birds

#

downflap bird and up-flap bird, both transitioning at exact same end points

#

then you get 2 more morph targets

#

you simply vanish out bird 1 when you play bird 2

#

and vise versa

dark dagger
#

Packing the morph targets isn't the problem though, it's controlling the interpolation between them.

indigo jolt
#

you could go further and do 3 birds, have bird 3 as "coast bird"

dark dagger
#

I was thinking of possibly driving speed off of up-z motion, which could work with that coasting nicely.

indigo jolt
#

bird 2 could go from Morph Target 3 to 1

#

you just vanish one out and load in other

#

i think 2 birds is best solution the more i think about this - you could even do 3-2-1 on the up-stroke and make 2 on the 2nd bird a unique new morph target that does the "up-stroke" action better

#

i guess you could have some overlap risks or blink risk tho

#

another thing you could do is try to drive the world position offset by additional values - like mask wings in a gradient from tip to base with vertex color

#

then have them sorta "pull in" during up-strokes

dark dagger
#

Hm

amber timber
#

i need the particles to behave relative to its emitters motion, i tried inherit velocity but either i did it wrong or it didn't work

#

i don't want them to speed up like this, they should behave like in cascade

ruby ermine
#

is there any way to get the distance between emitter and particle and use it as a parameter?

dark dagger
#

@amber timber I'm not sure I understand; are they stationary against a moving camera?

indigo jolt
#

@amber timber click "Local" checkbox on your particles

#

it's near the top, above Spawn

#

also you can get more complex with it if you want, you can have Local particles that then have World-based velocities etc

#

or Local with Local

#

options are Local space + World velocity, Local space + Local Velocity, World Space + World Velocity.

#

you can also parent emitters to specific particles for more weirdness but that's another topic

celest birch
#

anybody know a way i can make the foam here more abstract?

ruby ermine
#

any idea how to edit particle's thumbnail? There's a hotkey for this as far as I know, I just can't find what it is

winged nymph
ruby ermine
#

lmao

#

thanks

#

I'm blind

winged nymph
#

how can I get rid of that flickering frame

#

it's just a mesh emitter that loops through color over life, emitter dur 5, lifetime 5

#

Im guessing there's nothing I can do because it's just the order it goes through the modules

#

the spawn is set to instant burst 1 particle

fresh harness
#

There's gotta be something you can do about that. Tried messing with the distribution type or maybe the arrive/leave tangents?

#

I'd suspect the cause is located somewhere in Color Over Life w/ your point values (In Out Arrive Leave) . You try finagling that stuff?

winged nymph
#

I finagled a lot of things

#

Ill show you the anim graph

indigo jolt
#

@winged nymph use at least 2 particles with overlapping lifetimes and set them to spawn at 0 opacity, then die at 0 opacity

winged nymph
#

oh I forgot to show the graph

indigo jolt
#

if you really want this thing to loop then you're better off just doing some fade in and fade out with constant spawn rate not a burst

winged nymph
indigo jolt
#

also what's the total duration of this item?

winged nymph
#

5

indigo jolt
#

no, you said 5 but then you said it restarts

#

so like what is this thing - like a fire that lasts a minute?

#

how many loops?

winged nymph
#

it's a ribbon that lasts 5 seconds

#

infinite loops

#

well it's not a ribbon

#

it's the static version of this ribbon effect

#

it's for the preview/UI to show which effect you've chosen

#

in our game

indigo jolt
#

well one way or another you gotta go to 0% opacity at start and at end of the particles or you're going to give engine a headache trying to line up 1 frame with the last

winged nymph
#

well that stinks

#

just gonna leave it for now

#

nobody will probably notice

fresh harness
#

How do you get chunk positions? Can you only do that in a custom build? Ive read that DMs are like skeletal meshes, but I've no idea how to get them bones. Most of the threads on the subject are old and don't end well afaict.

https://twitter.com/agni_flare/status/981139687740907520

UE4での破壊×電気エフェクトのテストですー
testing destruction × lightning effect on UE4
#gamedev #ue4 #effect #realtimevfx https://t.co/TRvrcbdysL

Retweets

158

Likes

600

▶ Play video
untold yoke
#

hey so a really dumb question, I dont know almost anything about cascade, I am prototyping and I need a simple trail for something moving, I already managed to do that, however I would like the emmiter to emit particles only when its moving, how might I achieve that

fresh harness
#

What causes the emitter to move?

#

Quick way is to call Activate/Deactivate on it when it's moving/stationary.

untold yoke
#

its a child of a component that moves based on a timeline

fresh harness
#

Cool. So just call Activate on it when you have the timeline start and Deactivate when the timeline stops

#

Show me a ss of it and Ill show you where to put it.

foggy cave
#

can anyone shed some light on why this is not fading out?

fossil swan
#

set it to constant curve, add at least two inputs

#

birth = 0
death = 1

#

change values between birth and death to change alpha amount

#

does need particle color alpha hooked up on a masked or translucent material

foggy cave
#

@fossil swan still nothing man

fossil swan
#

you dont have a particle color set up in the material

untold yoke
#

Any idea why I am able to see particles when I am simulating, but not if I am playing

foggy cave
#

oh right!

fossil swan
#

place down particle color, multiply rgb with albedo
multiply alpha with alpha and follow some generic particle tutorials while you are at it :p

#

@untold yoke can be a lot of things, from bounds to them just not activating.

untold yoke
#

they are activating, as they are during simulation and there is nothing that would stop them on begin play. I am on a project from mobile

#

so maybe this type of particles isnt for mobile, not that i changed it in any way

#

its just the default particle emitter

#

really basic stuff

foggy cave
#

@fossil swan You absolute hero

fossil swan
#

need to know more, give as much detail as you can along with a video and or images.
what you are describing could be a gazillion things without any proper info.

foggy cave
#

👍

untold yoke
#

I just created a particle emitter actor, and changed the material to a red unlit one

foggy cave
#

now i just have one last issue

#

no actually

#

its all good

#

thanks man!

fossil swan
#

@untold yoke should work in that case, might be something related to the way its activated

untold yoke
#

recording video now

fossil swan
#

check the blueprint, be sure auto activate is on

untold yoke
#

it is

fossil swan
#

all I can help with is excluding if its a cascade issue, and unless both the background and the particles are transparent I doubt thats an issue

untold yoke
#

the background isnt trasparent but the particles are

#

I tried switching to a opaque material, but it still doesnt show

#

I tried with the default explosion particle, and that one shows up when playing

#

@fossil swan figured it out

#

the screen alignment was set to camera facing

#

and looks like it doesnt work with ortho cameras

fossil swan
#

oooooh you are using ortho

#

that wouldve been valueble info to know hehe

#

also apologies for not asking

#

since its not something I use a lot I didnt think about asking that

stone sky
#

Luos well its 2way mistake to not include such information

#

so no worries there

untold yoke
#

Yeah, untill i make the conection that the difference between editor view and playing is the camera PoV

#

took me a while sorry on my part as well

#

thanks anyway

fossil swan
#

glad you figured it out

lone wing
#

getting a problem with masked lit particles changing color depending on camera rotation

#

ok nvm

#

i need meshes for it to be correctly shading

#

was trying to lit a plane from the sides, but i guess it would work with a normal map on the particles

foggy cave
#

@fossil swan just a quick one if your still around, how can i change the area where the particles spawn so not just at one point in space

#

i need them in a radius basically

#

used to be a sphere / box in source engine

fossil swan
#

location > sphere and/or cylinder

foggy cave
#

cheers mate

fresh harness
fossil swan
#

you can get location info either from blueprint or cascade.

#

emitter init loc, emitter direct loc, etc

fresh harness
#

Cool. Know what node it might be to get chunk locs? I got the particle and dm in the same actor for easy ref.

fossil swan
#

it might be seperate emitted chunks in this case

#

so each one is just a mesh emitter

#

and the beam (not as much experience with beams) got its location trough emitter direct loc or trough blueprint

#

though best bet is its using the lightning tutorial from epic

fresh harness
#

Cool I haven't seen that one. Hopefully it uses destructibles. Can't find how to get separate chunk locs, even though the general consensus is that DMs are basically skeletal meshes.

Thanks, Luos, ill check it out.

fossil swan
#

its not using destructables I think

#

if it does, its much more interesting, and since I have zero experience with destruction stuff in ue4 im not sure if that can be done out of the box.

fresh harness
#

Ah. Np. If you referenced it its gotta have other valuable info in it.

That would make sense. All my searches led me to conclude u need to modify the engine to get chunk transforms. Then again all those threads are like 2 years old, so I was hoping that wasn't still the case.

Much appreciated.

ruby ermine
#

I have a question about Emitter Initial Location module. This doesn't seem to work with modules like Sphere - the Sphere remains at 0,0,0. Is there any way to make it work?

if I had 5 particles from some mesh emitter, let's say 5 sphere meshes and I wanted each of them to emit some gpu particles - how would I go about doing that?

indigo jolt
#

you want to emit particles from the surface of a particle mesh?

#

i think if you could clarify exactly what you're trying to do, along with the context (why you're trying to do this, what it should look like etc) the answer should be forthcoming

ruby ermine
#

Alright so:
I have a particle system
I have two emitters in it
One emitter is Mesh Data type and emits 5 spheres at random initial locations
Second emitter has Initial Emitter Location module pointed to emitter #1 on it so it's particles spawn at location of the spheres from emitter #1.
That all works fine so far.

Now, if I add Sphere module to the 2nd emitter, it should get me 5 spheres spawning those particles at desired locations - at least that's what I thought.

#

the Sphere module of 2nd emitter remains at it's origin

#

and there's only one

foggy cave
#

thanks for your help today man!

#

I have 1 last question if you're still around?

#

if the camera cant see the particle directly

#

it turns off entirely

ruby ermine
#

set the bounding box of the particle

foggy cave
#

need to disable that :(

#

rightttt ok

ruby ermine
#

if you can't see the bounds - the particle disappears. That's just the nature of it

foggy cave
#

right

#

how do i set bounds?

ruby ermine
fossil swan
#

rightclick in empty black module space, now on your right you can see some particle info and also has some bounds info

ruby ermine
#

and yeah, click where luos said

foggy cave
#

You guys rock

#

thank you so much today

fossil swan
#

weird bounds are weird hehe

foggy cave
#

perfect

#

thanks guys!

indigo jolt
#

@ruby ermine ok i think i know what you're asking and i'll test that out in a second, i think what you're saying should be possible

indigo jolt
#

hehe

#

those asians got great vfx

#

it's nutty

#

i think one thing any VFX artist could take away from these for their own reel - do VFX of a tiny character on-screen with huge screen-filling particle systems

#

Diablo-style

#

makes everything seem super dramatic/awesome

#

can't do that on VR.....

#

that over-head diagonal perspective helps too

#

only difficult aspect of this advice....people hiring probably are NOT making a game like this lol

ruby ermine
#

most games with a camera like this have some cool skill effects since they're always perfectly shown on the screen

#

and yeah, the effect / character size ratio really makes it feel powerful

indigo jolt
#

it's a bit of a double edged sword doing fx like this - it basically dominates EVERYTHING - all gameplay, all visibility. if it isn't amazing, then it ruins game

#

if it is amazing though....boy does it make the fx person look good

ruby ermine
#

true

indigo jolt
#

btw Qbix

#

the red ones are spawning relative to the emitter initial location + sphere location

#

the green ones are the source particles

ruby ermine
#

huh

#

you did it

#

does it only work for gpu particles then..?

#

wait I messed up something it's just not working. Let me set up a new particle system from scratch

indigo jolt
#

ya the red ones are gpu

#

i could make green ones gpu, let's see

ruby ermine
#

well, it works for both apparently

#

I just messed something up I guess

indigo jolt
#

no i see the problem

ruby ermine
#

huh

indigo jolt
#

switching the green (source) ones to gpu

#

that's what breaks it

#

those ones cannot be GPU, but the child-particles can be

ruby ermine
#

oh wait maybe mesh data also breaks it

indigo jolt
#

no no just the source being gpu i think

ruby ermine
#

no it doesn't

#

wtf why did it not work in my effect from 2 days ago

#

I mean, still doesn't

#

gonna have to search for the cause

#

okay I haven't been so confused in quite a while

indigo jolt
#

from what i'm seeing, you can't use emitter initial location to follow GPU particles at all, in any circumstance

ruby ermine
#

it works now

#

thanks for the help I guess lol

#

I didn't make it follow gpu particle, not once

indigo jolt
#

ah

#

well that's good then

#

i don't know why yours broke exactly

ruby ermine
#

¯_(ツ)_/¯

indigo jolt
#

but good news is, this goal is do-able

ruby ermine
#

oh I just remembered what I needed it for

#

when you spawn the tiny sparks on a sphere with no velocity

#

can you somehow make them rotate around the center of that sphere?

#

or do you need a vector field for that

indigo jolt
#

orbit

#

orbit modules are really good for this but they require some tinkering to understand

#

oh and fyi, GPU particles behave worse with Orbit than non-GPU

#

keep that in mind when tinkering

#

you can kinda do this with pivot offset....but not well

#

by worse - i mean GPU particles straight up will not do certain kinds of orbit rotation axises

#

i don't really understand why this is

#

literally if you take that thing i just shared and change to GPU

#

exact same emitter just switched to GPU

#

😛

ruby ermine
#

wait, I didn't explain the whole idea, sorry

#

I meant rotating them on one axis

#

I couldn't get it to work

#

perhaps I wasn't using the orbit properly

#

like in this video

#

before each spell there are red particles around the character

#

like, when he's channeling

#

and they rotate around Z axis

lone wing
#

any way to have my Post process on particle preview viewport? like with static meshes

indigo jolt
#

ya orbit will work good for that

#

you'll have to use some other location modules to nail it down

ruby ermine
#

I think I figured it out

#

thanks for the help 😀

#

alright last one, I feel bad spamming questions like that but I just can't figure that stuff out D:

can I make the particles spawn on a ring? Like a cylinder module but hollow inside

indigo jolt
#

ya

#

cylinder location module with zero height and spawn on surface only

#

or sphere, same deal, but no positive/negative Z

ruby ermine
#

it still spawns them inside

indigo jolt
#

surface only

ruby ermine
#

wait i forgot about surface only

#

yeah

#

missed that part

#

well nothing changed ._.

#

oh wait

#

it works with the sphere module

#

thanks!

indigo jolt
ruby ermine
#

yeah but then they orbit. Spawning them on a circle and adding some Z velocity also makes for a nice effect around a character

#

just trying understand all the tools

indigo jolt
#

ya can do orbit with no spin by setting rotation rate to zero

#

and rotation amount to -1 to 1 on Z

#

i'm not saying this is the way to go, but it's just good to have a lot of options

ruby ermine
#

yeah, I'll keep that one in mind

indigo jolt
#

i have one particle system full of emitters that have different orbit experiments

#

i use it for nothign

#

just for testing orbits

#

because i can't remember how i did stuff otherwise 😛

#

for the record i rarely ever use orbits in anything either, but you just never know

ruby ermine
#

I used it like.. once so far. I think. But probably because I didn't do many effects yet lol

#

started making bigger things just few days ago

indigo jolt
#

nice, it all just kinda snowballs

#

there's so much variety possible

ruby ermine
#

yeah exactly. Creating effects is suddenly my favorite part of working with ue4

indigo jolt
#

one of the best parts about it - it's probably the only discipline in game development that gets easier the longer production goes

#

yet still remains super important

#

ie - you create 50 spells for like 10 months, then you're asked to make number 51

#

number 51 will likely take 5% as long as #1

#

as it will re-use a ton of core elements

#

job just gets easier and your art looks better the longer things go

#

like a work-effort-pyramid scheme

ruby ermine
#

I often find myself imagining some weird effect, going to Blender and then thinking

how the hell do I create a mesh like that 🤔

#

that's a lot of time spent on things like that

#

but later on you just know right away

#

there's some new particle editor coming to replace cascade? the Niagara? Or am I getting it the wrong way

#

I've been living under a rock for quite a while when it comes to ue4 news

indigo jolt
#

Luos knows more about it than most of us

#

it's not really clear from any images i've seen that it makes things more user friendly for artists exactly

#

it's more like a node-based way of making things more re-usable or something

#

i haven't heard a solid "pitch" for why it exists, but i don't think there's near term plans to remove cascade

fossil swan
#

best to watch the gdc talk about niagara, shows more than I knew about it back then besides a few small details

indigo jolt
#

ya but could you sum up in 3 sentences or less WHY we should want it?

#

sorry i know that's a bit rushed

#

i skipped around a lot in that video and saw HOW things worked, but not WHY

fossil swan
#

basically you can make your own modules instead of the few we have in cascade (which comes with its own node based editor), you can still tweak each module as if they are instances/childs, and everything is accessible related to particles. it even accepts most sim data from houdini sims and use that to trigger or control other aspects

#

its going to be porn for us vfx artists

#

compared to the control you had in cascade, you are a god in niagara and a small rodent in cascade

sullen forge
#

@fossil swan and you can abstract a single effect and reuse it constantly

#

wich is something you cant do in current cascade

#

for people like you, who sell in the market, is going to be god tier

#

becouse you create modular effects

fossil swan
#

which is bloody fucking annoying btw (in cascade)

sullen forge
#

and then people reuse

#

yeah i have to duplicate an effect to have it in a different explosion

#

and scales dont scale well

#

wich is a massive pain

fossil swan
#

I never knew how much i hated that till i saw what you can do with it in niagara hehe

indigo jolt
#

hmmm ok i can get behind those concepts

#

replicating everything does feel wrong sometimes

#

and then being unable to quickly update changes to the initial node settings across all copies....

fossil swan
#

instead of 4 parameters and some other things like particle color.. anything can be a parameter for whatever you want

sullen forge
#

instead of having color on every module

#

you have color as a global param

#

a base color

#

for example a magic ball could have blue as core color

fossil swan
#

< afk

sullen forge
#

and then explosion is blue, sparks are blue, and the smoke is blue-ish, and thelight is blue

#

but then you change it

#

and everything changes

winged nymph
#

cascade is really restricting, niagara won't be

#

well you might still not have some features for gpu particles etc

indigo jolt
#

hmmm that sounds nice

#

one color to rule them all

#

i've been using multi-gradients for that but it's still imperfect

fossil swan
#

cutest bird evar

#

15:00, apparently can make modules that improve lod's/scale variables depending on distance etc

#

goddamn

#

hnnng

ruby ermine
#

I'm gonna have to learn the new editor D: seems exciting tho

safe merlin
#

hi everyone, i'm working on a post process for my game but i can't figure out the right nodes to use and i'm stuck since pp is the only field i'm not experienced.

celest birch
#

@safe merlin If you post your question, someone will help you if they can

steady mist
#

Not sure if the right place, but i have a real general question im curious about... What is worse performance wise and how badly: more polygonal grass with a super simple shader, or simple plane grass with a more complex shader(read alphas)??

#

on mobile if that matters

glacial sentinel
#

@fossil swan Can you pin to this channel the Youtube video you posted in #work-in-progress a bit ago? "The Artistic Principles of VFX #1: Gameplay" one.
I really like it when useful guides, tutorials, and videos get pinned to various channels here.

celest jasper
#

did you watch those videos? I only read the pdf, watched like 10sec of the videos and thought it only covers the pdf

glacial sentinel
#

I did not watch those videos because I am a shallow and stupid person

#

I am guilty of judging a book by its cover and I am sorry

celest birch
#

to update on the fow i was working on and some guys asked to see how its going, here is one of the iterations we are considering

sullen forge
#

holy shit how

#

is that just normal shadows? but doesnt look like it

celest birch
#

post process

#

with interpolated procedural mesh

sullen forge
#

thats really good

#

how does it work?

#

are you updating some kind of grid/texture?

celest birch
#

have a procedurally generated mesh with line traces attached to the player pawn , the mesh has a stencil value and i just pull that stencil value to the post process as alpha for a lerp, also smoothed the edges of the stencil but the base material has just the lerp post process and the scene texture nodes for it to work

sullen forge
#

very nice

#

i see there is some wobblyness. Have you thought that you could have a colision only "perfect representation" of the map, and trace on that?

#

not really the normal collision, but a manually made perfect collision

#

also, are you using async traces?

#

they have a huge performance improvement

celest birch
#

eh ye the wobbliness

#

we also have a workaround that by spawning stationary meshes that is another iteration tho

sullen forge
#

i was mostly commenting that you could have a extreme low poly walls only mesh

celest birch
#

no idea about the traces i gave it to the programmer to solve

sullen forge
#

and raycast on that

#

its probably how i would do it

celest birch
#

not sure about that tho, atm the whole leveh has about 25k actors, ill have to reduce, merge, that also trying to avoid having too many polygons

#

but ye we thought about having collisions just for the raytrace

sullen forge
#

mostly just a "2d" mesh

#

with exactly the walls

#

and an extrude up. Very simple

#

no walls nor ceiling nor misc objects

#

raycasting against a single mesh could also be much faster, but thats probably not even needed

celest birch
#

yup, the idea is sound but not sure about it yet, cause of the high complexity and time constraints

#

fun fact, here are the ways i tried to do things

#

PP_Fog_of_war__simple

#

the idea was simple xD

spare hare
#

We need better refactoring for the Material Editor.
Select > Right Click > Collapse to Material Function
just like BP.
I really wonder how people can work with Materials like that Oo

celest birch
#

oh this is good for keeping something close to hand and making quick changes, ofc we use functions later on

sharp wraith
#

why is everything black inside my warehouse even after i put a point light in it i have tried a lot but it wont work

fossil swan
sharp wraith
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aight

lone wing
#

any way for a particle input to be the same of another module, i want the initial location sphere of multiple emitters to be the same as the radius of the first emitter which is a parameter

fossil swan
#

not trough cascade, so you'd need em al to be parameters controlling trough blueprint.

lone wing
#

oki

brittle monolith
#

It's like comets flying in clouds, insane volume material stuff

celest birch
#

Looks nice. Though it seems he's using volumetric fog to do it so it's not really scalable to a full sky

fossil swan
#

^ funny how there are still people asking what engine it is, even the post starts with "ue4" and shows the entire editor with the unreal logo showing twice.

cold sorrel
#

People do realize the "propagating light trails" are just additive sprites right? Right? Hold me I'm scared

safe merlin
#

is there anyone willing to help me get a specific effect with post process? i'm not an expert of this field and i'm in deep sea

indigo jolt
#

i think you should show what you've got, then explain what you want

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that'll help

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everyone here has varying levels of expertise on these things

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i might be able to help - no idea yet

jovial pendant
#

Not sure if this is the right section, but does anyone have any idea how to make your character viewable through objects like trees in a top down game? I don’t want to hide the trees, but more or less give a looking glass down to see my character. Almost like a sphere cutout above him

celest birch
#

i'm contemplating buying some fx from marketplace

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made by the guy called Kakky

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are they any good?

still delta
#

is there are a way to "preview" instance parameters of the emmiter? Like for example I have Start Velocity parameter and in Cascade nothing is obviously moving as nothing is being set in the editor

candid flint
#

I have a procedural mesh (sphere, planet) interesecting a static mesh (sphere, water). I want to color the coast yellow, like a beach etc. So the parts where the ground is intersecting the water. What would be the best way to go about it?

brittle remnant
#

You can use a radial falloff around the object position of your planet. You’ll need to use radiusOfWaterSphere + elevationOfBeaches as your mask.

#

Look up the ObjectPosition and SphereMask nodes.

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You’ll also want to clamp, pow, multiply or SimpleContrast to control the fuzzyness of your beach edge.

#

Alternatively you can just get the Distance between the ObjectPosition and WorldPosition and divide by the (WaterSphereRadius + BeachHeight)

#

Sorry not at home at the moment or I would just paste you the nodes.

candid flint
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Thanks! I will give it a shot

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If you could post the nodes afterwards tho it would be highly appreciated, since I might not have the time to test right now

brittle remnant
#

I can but not home for another 8 hours. Im traveling

cinder lichen
fresh harness
#

@cinder lichen I've never seen the Borderlands one in action, but if it's just textures, I'd use UMG. Using a 3d mesh for the lettering would take more time, but would definitely make it pop more.

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Afaik, UMG doesn't support static meshes, so you'd have to handle the textures and mesh animations separately.

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Imo, the coolest way would be to create an Actor that's got the static mesh and a UMG widget on it. Spawn that actor whenever you need. Adjust the text mesh visibility/opacity and transform (loc/rot/scale) via timeline, in tandem with the UMG animations.

winged nymph
#

in borderlands it kind of rotates around a bit

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ok I guess it just scales a bit

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itd be cooler if it rotated though

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reminds me I Have to beat borderlands 2

fresh harness
#

Regardless, this question is prolly better asked in the UMG section. Doesn't have much to do with vfx, I don't think.

brittle remnant
#

In borderlands we did it using matinee. In ue4 i would recommend using a BP to manage it all.

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Or perhaps sequencer depending on the complexity

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Most of the work was a single material with parameters. Some post fx and and animated mesh / camera

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Matinee handled the transition from gameplay pawn to skel-mesh with animation.

fresh harness
#

Awesome. I was totally wrong. Sorry, ook!

brittle remnant
#

@fresh harness NP at all man, if you need any additional details let me know!

upper tulip
#

Anyone here know how to have a VFX fire on contact with a static mesh?

indigo jolt
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Blueprints - On Touch module

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other modules too - On Collide, On Damage etc

upper tulip
#

@indigo jolt Thanks

trail quest
#

hey guys, i have a problem with an mesh fx. i want it to fade in/fade out, so its not at obvious when a new one is spawned so i can fake some variations with rotation etc. i tried to do it it via the alpha over life, but i cant get it to work. its just a very basic mesh with an additive material on top. any clues where to start?

celest birch
#

@trail quest what happens if you just multiply the alpha with a scalar parameter, did you try changing the parameter from a bp?

trail quest
#

@celest birch doesnt change a thing. ill try to record what i have now and screenshot the BP for the material, for some insight

celest birch
#

so you want it to fade out

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did you try particle lifetime->1-x>multiply with opacity

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eh cant see tho

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but i think some things dont work on gpu particles

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or beams

trail quest
#

hm cant create a particle lifetime node

celest birch
#

in the material?

trail quest
#

yeah

celest birch
#

erm

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sec just closed the ue

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particle relative time

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eh

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but if its a beam i have a feeling it wont work

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maybe drive a scalar parameter by hand somehow, thats how i approached issues with timelines

trail quest
#

its a mesh fx

celest birch
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ah sorry

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ok

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try with ifs

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adda time node drive it up

trail quest
#

np, thanks for the advice! 😃

celest birch
#

when it reaches a value try inverting

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simplest usea blueprint xD

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with timelines

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but wait if its in use in a particle shouldnt it work anyway?

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imma try it

trail quest
#

it worked 😄

celest birch
#

cool

indigo jolt
#

@trail quest default way of solving this problem is putting a Particle Color node in your material multiplying your Alpha out put of it against alpha in material, and color against color or whatever you want

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but if you need additional controls - dynamic parameters are always handly

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handy

fresh harness
#

@indigo jolt Do you know of a good tutorial on Dynamic parameters?

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Paragon uses the eff out of them, but I can't grasp the ins and outs of'em.

jovial pendant
#

Question, I believe it’s visual-fx related. How would one go about showing your character in an open world environment with tall trees in a TopDownGame?

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I tried using material masks that have locations driven by my character and tried it using my cameras location (both modified after to give a good angle) but it doesn’t work the way I’d like it to

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This was the result

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It’s alright, but it doesn’t work well with tall trees

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And zooming of the camera. Would it be smarter to use a screen render with an added UI to display it and try lining them up?

winged nymph
#

I have these actors that are being moved with seqeucner transform keys

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and I can;t get inherit parent velocity to work

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anyone have a solution?

ember marsh
#

@fresh harness I am not sure. But I am pretty sure it is

ashen stump
#

@Pierce#8582 Generally speaking games make trees go transparent when near the player to pull that off

fossil swan
#

or mask + dither

spare hare
#

My idea would be to have a Parameter for the Players World Position and use a 3D SphereMask using that World Position to mask the Tree's Visibility

ebon copper
#

Hey all! Does anyone know if theres a way to move all XYZ tangents on a single point at once in cascades curve editor? I'm trying to spline my size curve but when I move the spline handle I only manipulate one curve at a time

fossil swan
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so might want to do a search from: his name on discord

ebon copper
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That did the trick! cheers

celest birch
#

anyone have any idea how to pull custom stencil data into a masked material or how to make a material that when two objects with it overlap they cancel each other out(go opacity 0)(also masked material)

runic ledge
#

does anyone know of any resources on something like styling options for single developers to make something that doesn't look like total ass? maybe just a portfolio of minimalist art styles? kind of a vague question

indigo jolt
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@fresh harness i think i know one from ImbueFX, but no they are not new. i've been using the eff out of them for quite a long time now

#

all you really have to do is drop the dynamic parameter node into your material, and give the parameters names (if you want) and pick one or more to use. they're great for keyframing events over time in particle - like adding to UV's to do a stop-start Panning action etc

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then you open up your particle system, right click, add parameter, then once that's in right click "refresh" and it'll refresh the names to show the things you named in the material

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and change it to a constant curve value, and start tinkering

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or whatever you need

fresh harness
#

Sweet thanks, @indigo jolt. Much appreciated. Couldnt find usage instructions on it anywhere (doesnt help that dynamic materials are more commonly used).

fallen prawn
#

Ey guys! I got le question about particle systems! I would like to make a Fire particle, which like has half local space and half not, here's what I wanna make, I wanna make a flamethrower and when firing and moving forward around atm the flames are remaining in place which means my character goes right throw them XD I would like to make something like Moira's Heal beam/spray from Overwatch when walking it does get left behind and it's only getting affected when the character looks left right up down thats when it like gets left behind like fire should be haha

anyone could point me to the right direction to make my fire only react to left right up down and not get left behind when I walk?
Thanks lots! All I want are some tips on where to go next 😄

latent hound
#

is it possible for the particle system to create a sort of fire effect on a sword that also has real time lighting?

stark dust
#

I wish we could have event generators on GPU particles 😭

ebon copper
#

Does anyone know if its possible to spline particle modules (such as initial size, initial velocity etc) using emitter lifetime to create "tapering" bursts? Basically, I want my emitter to keep spawning particles during its designated lifetime, but taper the size of the spawned particles based off of the emitters lifetime.

I have set up an emitter with a lifetime of 2 seconds, containing an initial size module with its distribution set to constant curve, where my particle size in XYZ is "10/10/10" at my first in value (0.0) and "1/1/1" at my second in value (1.0). This almost works like I want it to; Spawned particles are large when the emitter starts and gradually becomes smaller as the emitter runs. However, after 1 second has passed, my spawning particles stop scaling and remain at "1/1/1" for the remainder of the emitter lifetime. Now, I could go around this issue by simply matching my second in value to the emitters lifetime (2) but this feels counterintuitive and could potentially create a lot of extra work if I decide to change my emitter lifetime. Have I just misunderstood how in value works with emitter lifetime, or is there a way to make this work?

fossil swan
#

@ebon copper in this you should set the distribution curve time to the duration of the particle.
not sure why it doesnt take loop time or whatever as its 0-1 value.

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in the case of you potentially changing the emitter lifetime later on, you might want to control it trough a blueprint parameter instead.

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add a small camera offset @celest birch

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either a negative value on smoke, or possitive value on fire

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and since its camera offset doesnt matter what angle

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it offsets from camera

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hence, camera offset

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:p

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np 😃

latent hound
#

is it possible for the particle system to create a sort of fire effect on a sword that also has real time lighting?

fossil swan
#

add some dynamic lights to the sword in a blueprint

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Id do that over using particle lights

latent hound
#

so particle effect for the fire, and dynamic lighting in the bp for the realtime lighting?

fossil swan
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yea, should be cheaper than trying to use particle lights.

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especially if you want shadow casting and other goodness

vast bramble
#

@fossil swan Hi there, I saw somewhere your youtube channel, but could you please whisper it to me ? 😛

fossil swan
vast bramble
#

@fossil swan Thanks, exactly what i want to learn the most in UE4 😄

bleak rampart
#

anyone got some good EMP VFX references ?

indigo jolt
#

most of that is stylized

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but there's a lot of good examples of shapes and movement

wintry vale
celest birch
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Yes

wintry vale
#

What is the technique?

celest birch
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Render targets

wintry vale
#

THanks!

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@celest birch So that a combo of render targets with good material and good textures?

celest birch
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Yup

wintry vale
#

Nothing else fancy about it?

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Looks so good in GOW

celest birch
#

Yeah looks really good in GoW

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Dunno if they have anything else going on

celest birch
#

My comment may have been a bit vague. You can achieve the effect with a combination of Render Targets, tesselation and displacement

umbral wedge
#

Does anyone know of a way of triggering an Emitter inside the Particle System played by a Timed Particle System Notify using an EventReceiver? Like on on deactivate

celest jasper
#

fml, that snow in GOW looks so extra fluffy

winged nymph
#

gears of war just lost their acronym huh?

inner flicker
#

there's detailed explanation of the rise of the tomb raider snow on GPU Pro 7

celest birch
#

Gotta buy it though 😛 Unless Google Books has a preview of that exact section

gray inlet
#

while render targets for this type of stuff is easy

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one thing I always wondered, how to do it for large areas?

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it's a shit ton of memory needed

celest birch
#

Low res RT for large areas and higher res for area around camera

gray inlet
#

ya, but you still have hardware limits

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I am thinking landscape btw

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the arkham one just has small surfaces and it is somewhat easy to manage memory there

analog onyx
#

You do it, the same way, cascaded shadow maps work. Cover area only around the player.

sullen forge
#

to do it, the best would be to have a render target centered on the player

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materials around the player read from that texture, and add the player offset

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that way you use 1 texture for a lot of materials and meshes

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and its coherent

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and its only in a radius around the player, wich lets you bump the resolution without going ham

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should be possible to actually do it fairly cheaply

runic ledge
#

I implemented a toon+cel shader post processor and it seemed to be behaving pretty well in smaller areas but when I try it in a larger one I get this dithering/ghosting effect

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could anyone tell me if this is likely the cel/toon implementation getting weird on distant things or some type of AA or other rendering featuring causing it?

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i.e. if there's an engine setting I can turn off to avoid having to actually fix it

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pretty new to the engine

celest birch
#

Probably TAA

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Switch to another AA

runic ledge
#

that does seem to help somewhat, i'll keep playing with it

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thanks

rotund quartz
#

@runic ledge Make sure those materials are opaque or masked, not translucent, so that they can write velocities to the velocity buffer; that's required for TAA reprojection to work.
Still, a bit of ghosting can sometimes be difficult to avoid on certain types of scenes. Switching to FXAA should eliminate the problem altogether, if TAA really is the problem.

sullen forge
#

scifi megacity

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btw its Madrid, spain, with a procedural filter on top XD

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testing some of the houdini procedural stuff, you can load maps from OpenStreetMap and then do things on-top of it

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makes it real easy to have a autogenerated city

fossil swan
fresh harness
#

@fossil swan That's a beauty.

sullen forge
#

you are enyoying it @fossil swan XD

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to dissect those

fossil swan
#

yea had a lot of fun looking at em all

sullen forge
#

i need to dissect them more for my game

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too bad my game is PSVR (ultra low gpu) and stylized, so some of the high frequency ones might look weird

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but just saw that muzzle flash

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dat looks great

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maybe i can do something similar for my fire spell

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i find interesting they are using meshes this much

fossil swan
#

not surprised by that at all.

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its been a thing since forever hehe

stark dust
#

Hi guys, is there a way to scale a particle DOWN based on its velocity ? The 'Size By Speed' module only seems to allow for scaling UP

fossil swan
#

should work. you could also get particle velocity trough the material and with some vertex manipulation make em smaller

spare hare
#

set the max Scale to a number < 1

stark dust
#

setting the max scale < 1 or = 0 just makes them disappear

stark dust
#

basically I want the opposite of the first picture

fossil swan
#

1 = regular scale - max scale.
0.1 is 10% of that

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you might want a low speed scale, and get the min desired size as its initial size.

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or again, try to use the particle velocity module in the material and change size of particles trough vertex

stark dust
#

no matter how low/high I set speed scale or max scale, I can never seem to invert the effect

fossil swan
#

invrt doesnt work, but you can get it to 0.001% its innitial size

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so if that doesnt suit you, you'll need to do it trough material

stark dust
#

I'd like that, but even that I can't seem to achieve

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it's always larger when fast, never the opposite

fossil swan
#

currently no time/able to set a material up. perhaps later. (sorry)

stark dust
#

no worries, thanks for your help !

indigo jolt
#

i'd just do a Size by Life and match up values to where things are hitting that peak

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unless your velocity is varying dynamically via Blueprint-driven particle parameters....then i'd drive the size by life by blueprint driven particle parameters as well

candid flint
#

Isn't it somehow possible to place actors via a material (like rock meshes on a rock texture)? Can somebody point me in the correct direction? Saw it in an example I cant access right now.

indigo jolt
#

yup

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it CALLS itself "grass" but it works for rocks, trees, you name it

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relies on landscape

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don't know if this is possible on static meshes...

candid flint
#

Aah, thanks a lot. I will check it out!

indigo jolt
#

it actually runs faster than Foliage Painted objects btw

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😃

#

just keep in mind that you won't be able to do "harvest" or "destruction" with these

candid flint
#

Oh, that's great. I need it to save myself some work and don't want to paint all the foliage if possible.

indigo jolt
#

only light, shadow, and collision

candid flint
#

That's fine, its just some light decoration : )

indigo jolt
#

but it's great for workflow