#visual-fx

1 messages · Page 26 of 1

indigo jolt
#

well thanks again, results in another 20 minutes 😛

cold sorrel
#

I'll be fast asleep by then

solar remnant
#

If you have a gpu you can enable Opencl as well. I use it for all of my sims

cold sorrel
#

Donuts!

#

Mesh donuts will reduce overdraw and keep performance high

fossil swan
#

^

cold sorrel
#

Wait... what?

teal dock
#

How would I make a particle effect in which a mesh dissolves into dust?

solar remnant
#

three ways I do it: vertex animation textures, a masked material with a noise texture and subtraction, and niagara has a system that spawns particles off a mesh and matches their texture color that has been fun

#

just depends on the look you're going for

celest birch
#

Hey, does anyone know how I can create the wind and slash effect that happens in this video when Falco from Smash Bros spins with the wind effect, and when he does that kick with the blue swipe? I can't really seem to figure it out. Also, just like during that kick I want to make it o from smaller to bigger as the kick/slash plays, and stuff like that. Can anyone help me figure this out?
The attack effects I'm talking about are in this video: https://youtu.be/rJj9J5MW8xg?t=12
Not the effects of getting hit, but the attack animations from Falco himself.

cold sorrel
celest birch
#

@cold sorrel Thank you so much! I'll check it out

cold sorrel
#

I'd skip through it to get the idea as it's a bit overkill for what you are trying to do, but the idea is there

celest birch
#

Alright, will do. thanks 😃

teal dock
#

@solar remnant I guess Infinity War style dissolve.

solar remnant
#

Look at niagara for a start then, if you can’t use it vertex animation textures will let you bake the movement and breakdown but you’ll be limited in final polycount which limits the resolution so getting tiny specks is gunna be fun

celest birch
#

Hey guys, anyone got a tip how i can make this fx

#

im also willing to pay if anyone is interested.

cold sorrel
#

Download the example content, open the emitter and see for yourself

celest birch
#

Oh this is part of example content? Thanks!

#

downloaded it, it doesnt have any fx 😃

vivid dragon
#

can somebody tell me why i get this kind of a mask when i use a simple distance to nearest surface setup?

#

but doesn't work on this cube

brittle remnant
#

@vivid dragon Im not sure what your expected outcome is in the cube case. Your examples aren’t clear. I assume you are working with mesh distance fields?

old terrace
#

Hi guys, I've added initial velocity component to my particle, but they are spawned with an offset. If I reduce velocity down, then offset will be smaller.

#

Any way to fix it

#

How do I remove this spawn offset?

#

Looks like it skips first frame

fossil swan
#

that depends on other modules as well, cant say whats up without knowing the modules

errant oyster
#

hey guys, im trying to make a simple ribbon particle effect in cascade and im having a bit of trouble. Firstly, I cant find any good documentation explaining what the parameters in the Ribbon Data module do, all I have are the tooltips which arnt too helpful... And secondly, the velocity/life module does not seem to be effecting it at all, Ive tried using an initial velocity and that works but then if I put the same values into the velocity/life at In Val:0 it does nothing. Also in not sure if this would be fixed by learning about the Ribbon Data module but it all seems to shake a lot

fossil swan
solar remnant
#

@errant oyster content examples have multiple ribbon emitters

errant oyster
#

Sorry i feel like i missed something, what is content examples?

fossil swan
#

launcher > learning tab > variety of content examples

errant oyster
#

Oh brilliant ill have a look, thx

fossil swan
celest birch
#

Hey guys, looking for someone to do paid VFX work, pm me if interested

fossil swan
fossil swan
#

nice!

spare hare
#

unreal already provides a Material Function for "Fuzzy" Shading

#

FuzzyShading or something like this

indigo jolt
#

still screenshots really make that stuff look flat 😛 video plz

#

or GIF

#

make sharing great again

indigo jolt
#

ah that's better!

#

ya looks cool

still cipher
#

Hey, I'm trying to add in some game feel into my game, is there any way to turn my enemy character red when I hit him?

fossil swan
#

need to have a parameter/variable in the material that makes them red, then control trough blueprint

indigo jolt
#

ya, ideally set it up through a Material Function so you can slap that same thing in on all your characters

#

just run it into "Add" to the Emissive

#

ya that's kinda situational - i think with damage stuff it just looks nicer to stack it

#

if my character has green glowing eyes and he gets smacked red - blast some red over it too so his eyes are affected as well etc

#

often the stuff that does NOT receive the glow ends up standing out really strongly in the moment

sharp cove
#

is that wasabi?

foggy herald
#

Quick question: what is the term for a "material template" with only some inputs?

#

For if you have a lot of different materials with different textures but the same behavior

cold sorrel
#

Material Instance

foggy herald
#

Thanks

analog onyx
#

When material is used within context of scene capture, camera vector material expression returns camera vector of scene capture. If you want to get camera vector of scene capture within a material, rendered in main view, you would need to pass location of scene capture through blueprint and subtract it from pixel world position.

celest birch
#

hey guys

#

how can i make the smoke not lose its color in my scene

#

this is what i have right now, its white in the editor but it becomes different colors in my scene..

#

Would love any pointers

fossil swan
#

make it unlit?

fossil swan
celest birch
#

@fossil swan thanks!!

#

I see you too are disappointed with splines in ue4

fossil swan
#

its not a real spline, but a very thin mesh and some shader math to make it thicker and tries to always look at the camera on a vertex level

celest birch
#

I could be talking out of my ass, but what happens if you do it double sided

#

Does it fix the Artifacts?

fossil swan
#

it is

celest birch
#

Hmm

#

What about investing the normal faces

#

Inverting*

fossil swan
#

same hehe.

celest birch
#

And making it one sided from inside

#

Weird

#

Classic ue4

fossil swan
#

nah, seems like a limitation or very advanced math issue that I cant solve

celest birch
#

Buggy as always

#

Could it be the faces of the model itself

fossil swan
#

nah, its even in the paragon examples

celest birch
#

Oh

#

Snap sorry man that's my knowledge limit I'm a 3d guy myself haha

fossil swan
#

sall good

analog onyx
#

@fossil swan You could render opaque copy into custom depth and test out extra fragments, if that is translucency buildup you are referencing to.

fossil swan
#

meh, too much work for simple projectiles.
Just wondering if splinethicken is viable for them swirls.

#

and the translucency buildup is because the plinethicken function feels almost like either left or right side, no blending.

#

since it uses cam vector, when you get up close splinethicken looks rather meh, but from a small distance its fine in most cases

celest birch
#

if anyone wants a free shitty fire extinguisher particle for free hit me up 😂

#

thanks @indigo jolt and @fossil swan !

cold sorrel
#

Luos, that thicken is just an additive WPO off the crossed normals right?

fossil swan
#

he asks when I just closed ue4 :p
I have no clue how it exactly works tbh, all I know is that it tries to align the normal with cam?

cold sorrel
#

ah

#

not the same then

#

I was just curious

fossil swan
#

all I know is, is that imma give up for today :p

indigo jolt
#

another alternative to cross-planes - tubes + fresnel. of course then there's the off-angle problems

fossil swan
#

I have a setup for that that could work, thing is, those shapes with tubes is quite a polymonster hehe

indigo jolt
#

ya i mean tubes are definitely the most expensive thingies

#

even just 5 siders

#

i tried to figure out that like "directional fresnel" thing a while back so stuff would fade on 2 axis but not on one...couldn't quite get it

#

i thought it had potential

fossil swan
#

wyeth gave me a setup that works rather well

#

but about to head off

indigo jolt
#

ah no worries, it was a passing fancy - i blew a day on it but it was a month ago

warm lintel
fleet rapids
#

Looking for a vfx artist to do some stylized work for mobile game in Unreal. Please DM me if interested. :)

fleet rapids
#

New to this server. Guess we don't all have a big IQ like you XD

#

But for real though @celest birch thanks.

wintry flower
#

Is this the right place to ask material questions?

cold sorrel
#

Here or graphics

wintry flower
#

It is specifically related to landscape materials if that makes a difference.

#

I'm pretty new and trying to understand blending/layers

cold sorrel
#

Then Graphics will probably get you quicker answers

wintry flower
#

Thank you, I'll post my question there!

wanton vector
#

Hey guys, so I've got a few questions regarding global environment vfx.

Whats the best method to spawn tree leaves VFX on each tree or a set amount of nstanced trees? I'm guessing I need to convert trees that are near the players location to BP actors and have the VFX in there?
I do want pollen, dust and other global VFX aswell though, which isn't bound by trees. What's the best pipeline for that? Can't attach to the actor as the particles wont move with the vector parameters I've set up. Or is there a workaround for that?

fossil swan
#

RDR2 did this really cool. if there where trees near the player, it would spawn one/some leaves just offscreen and makes them fly by.

solar remnant
#

vector fields for global movement of particles, in fact I believe there is an unreal example that has leaves controlled by a vector field the japanese one if I remember correctly

#

this is frigin awesome

wanton vector
#

@fossil swan Yeah thats nice. I have the Interactive Tree Creator from the MP which converts trees nearby to BPs and spawns leaves, just wanted to know if the best practice.

#

@solar remnant The movement wouldn't be much of an issue I think, rather more the actual spawning logic in a huge open world. 🤔

solid stream
#

@solar remnant fun stuff

wanton vector
#

Thanks for the response guys, I will play around with it this evening

pseudo skiff
#

I found a nice tutorial for stylized fire material (from RIME). Now I am wondering how to have it on a sphere instead of a plane (I'd like to use it for a fireball projectile). Any tips? Thanks

solar remnant
cold sorrel
#

@pseudo skiff apply the material to a nicely UV mapped sphere.

pseudo skiff
#

so, no material magic, just good ol' UV mapping ?

cold sorrel
#

Yeah

indigo jolt
#

i like using camera-facing domes a lot for stuff like this too, sometimes inverted, sometimes regular - lets you get all the silhouette action of a particle + volume of a sphere. A true sphere can still be great tho, but it's likely going to have some rounded sides from some angles, that may or may not be acceptable depending on goal

#

try a bunch of shapes and see what you like

cold sorrel
#

I like drop shapes

indigo jolt
#

oh like a tear-drop thing?

cold sorrel
#

Yeah

#

They give more character and flexibility (Sometimes...) than sphere

pseudo skiff
#

that's the idea

#

I used sphere as generic example thinking that maybe it has to be done with some voodoo setup in materials

earnest jetty
#

hey guys ive got a problem with height / volumetric fog

#

and i know ive narrowed it down to the height fog because the scene looks fine if i turn it invisible

#

any thoughts?

earnest jetty
#

Update:
Solution: it was skylight. Skylight was blowing out whatever color the volumetric fog had.

old terrace
#

Hey guys, is it possible to make ribbon particle longer? I'm making bullet trail and I want to make trail after a bullet pretty long

#

And another question.. I have particle collision, and I want ribbon to be removed as soon as particle dies. Right now I can see my trail strech for the whole screen

lucid swift
#

Never mind, I should have been using Accelleration/Life

glacial wigeon
#

Are u making game

lucid swift
#

Me? Nah just an environment

glacial wigeon
#

O

devout portal
#

is it possible to set per particle parameter in cascade?

hollow oxide
#

im trying to make a lit particle but it doesnt seem to work(i basically trying to make rain that reacts to light)

indigo jolt
#

u want it to react to shadow areas or just the direction of the directional light?

hollow oxide
#

@indigo jolt just the direction of the directional light

river forum
#

very basic question when in the material editor

spare hare
#

^@lucid swift you use "Uniform Curve". It produces a random vector every tick. So you are changing the Velocity every tick.

faint vapor
#

anyone know if there's an example of properly lit smoke with niagara to download/tutorial anywhere?

prime pecan
#

why don't you ask that in

primal swan
#

@river forum Can you post images of the material current result and then describe what you expect? I'm having trouble following your explanation.

indigo jolt
#

@river forum what you believe is happening is not what is happening. Multiplying a UV by 2 does not = 2. Your UV has areas of 0.0 value and areas of 1.0 value. Multiplying it by 2 means some areas become 2.0, some areas become 1.0 that were 0.5, and other areas stay 0. If you then Add -1 to this, your 0.0 areas are now going to -1

#

math with UV's works kinda simpler if you think about it this way - any "multiply/divide" actions increase/decrease Tiling scale. Any Add/subtract actions PAN-move the UV in one or more axis.

#

you can multiply/divide all you want and it won't pan anything. you can add/subtract all you want and it won't scale tiling. those two types of math will always do those two different behaviors with UV's because they're gradients

river forum
#

@indigo jolt i had to ask 5 people and no one knew the answer. i then asked an artist at work and he explained it to me similarly. i sincerely appreciate you explaining this .

@primal swan i was basically treating it as a math equation, assuming that the variables were texcoord = 1,1. 2vec_1 = 2,2 and 2vec_3 = 1,1.

So i thought (1,1 * 2,2 ) + -1,-1 = 1,1 is the same as (1,1 * 1,1) + 0,0 = 1,1.

i still don't fully understand and can't picture it in my head, but it definitely helps to understand they're not the same. thank you both for responding

#

i swear i'm semi competent in the editor, just not at materials...

indigo jolt
#

when in doubt - use preview on individual nodes

#

sometimes it's useless, but often it helps to know "is this black or is this white or somewhere in between?"

#

if you preview your UV's after multiplying you'll notice some very interesting and odd things occur 😃

fossil swan
#

sometimes its easier to preview multiplied uv's with a frac, so it only shows the decimal value.

river forum
#

the preview nodes were breaking for me sadly. also the image snippet was from one of luos's materials so 👋 nice work

fossil swan
#

a few nodes result in not being able to preview, depthfade being one of them

#

so annoying

river forum
#

my nodes were getting into a mixed up state where the actual visual preview would show but i would still have the option to preview, and then it just broke on multiple nodes. not sure if i'm not supposed to preview multiple

fossil swan
#

can only preview one node (and whatever comes before it) at a time.

river forum
#

rgr, ty

analog onyx
#

Any ideas of making dynamic wet area of a large object? ( part of the object gets below water line, emerges, gotta stay wet for a while). Main challenge is size of the object vs resolution required. Things I've tried and failed so far : 1) render target. Works acceptably. Does not scale well enough for required number of objects. 2) Supplying rough approximation of water height history through a buffer to object's base pass shader. Insufficient precision at sane number of points. High interpolation cost bloat. 3) Mesh decal with per vertex history buffer. The most close result to what is desired, yet still issues with shape mismatch between receiving mesh and decal mesh.

cold sorrel
#

Use HPS

#

HydroPhobic Spray

#

A problem avoided is a problem solved. 😉

analog onyx
#

Well, that makes perfect sense, but turns a tech question into art question. And possibly lore question. How do you communicate that the object is painted with hydrophobic paint to the player?

fossil swan
#

"this story takes place in a world where HPS is like carbon on Earth"

analog onyx
#

😭

fossil swan
#

make all the characters slime-based, and clean af because HPS based lifeform

brittle remnant
#

@analog onyx could you just pass an object space height param to individual material instances?

#

Admittedly you would have to think of water interaction as planar. Not sure if that’s sophisticated enough for your use case

analog onyx
#

@brittle remnant Sadly that would not be enough. Object is 200x32 meters and the lowest I can go with height data is probably 1 point per 10 meters.

brittle remnant
#

@analog onyx what’s your actual use case? Is this for your boats/ocean sim? How many objects need to be showing wetness at once?

analog onyx
#

@brittle remnant It is. N objects.

#

would be below 100 generally

gleaming fulcrum
#

guys, quick question, i'm trying to implement explosion (for understanding them), is there any accepted tutorial for this? i'm searching but i can only find for houdini and things like that

cold sorrel
#

So what do you want to use to build it?

#

Houdini is a good choice but there are plenty of others

gleaming fulcrum
#

i want to be able to understand them, so i can build an explosion for our game

#

i have made fire, dust, friction and things like that.. but explosions elude me

cold sorrel
#

Explosions are commonly just flipbooks. Either from Stockfootage (rare these days) or a simulation.

#

Software like Houdini or PyroFX is used to generate that flipbook

gleaming fulcrum
#

oooh so that's what they do

#

i'll have to check them out

gleaming fulcrum
#

was checking a pretty cool tutorial (for unity though)
https://80.lv/articles/making-zelda-like-vfx-with-unity/

the most interesting part is how he dissolved the explosion by using alpha erosion (i'm not familiar with the term, but it seems to be fairly known)
Also how he created the tornado effect is beyond me, he says he uses a flowmap for thhat

near jacinth
near jacinth
#

Hmm.. well there is obviously something wrong with post processing. As I stated I turned on Mobile HDR and tonemapper set to 1 in the ini. However, outside of that bloom error, no other post processing effects seem to work. I set my temp to be something really wacky under color grading, but it still appears normal in game. Like no post processing applied.

solar remnant
#

@gleaming fulcrum if you want a stylized explosion look up the rime unreal dev and gdc talks. The diablo gdc talk is also pretty good

gleaming fulcrum
#

thanks!

#

will check them out

near jacinth
#

I've solved this. The docu page has a discrepancy in the cvar between the screenshots and the text. I was looking at the screenshots and it had an old cvar name.

lilac pendant
#

@celest birch that light bounce stuff is epic! I'm not really sure about how much I'd pay though, I'm not too familiar with how much this kind of stuff costs, or how much work was needed to make it

shadow cosmos
#

@celest birch $0

analog onyx
#

Does amplitude explosion count as vfx ?

fossil swan
#

sure, why not hehe

celest birch
#

Does anyone know how to make the ue4 particle system speed relative to the same speed of a physics object falling? I am trying to make a jet engine but it looks weird when its travelling too fast.

indigo jolt
#

Local space checkbox

celest birch
#

Thank you man @indigo jolt you are a god!

smoky lintel
#

I am hoping to have a 3d or even just plane countdown timer sitting in world space... but I can't seem to find where should even start for something like this.
Any hints?

fossil swan
#

blueprints, timelines, lerps, parameters

smoky lintel
#

I guess I did ask for hints

fossil swan
#

as someone who knows his shaders/vfx but still learning blueprint, that was all I could give you :p

nova pewter
#

3d widget component attached to a bp with countdown logic sounds like a valid method

#

Start with the blueprint, set up countdown logic for whatever seconds/minutes/hours you wanna handle. Create a widget to display it on, and use that into a widget component in said bp

errant parcel
#

this is probably the wrong place but can't find material section, I'm creating a character customisation for my game. it is cartoon characters and I'm trying to add custom eyes and mouths (bit like the Wii Mii) and I cant figure out how to do it. Iv tried decals but they move around the head.

#

i'm guessing i need to create a layered material or something

fossil swan
#

generally they use a seperate uv aligned to the face, and a flipbook with different expressions
another way would be to have tiny meshes in front of the face that morph along with either replacing or flipbooking expression

errant parcel
#

Thanks Lous, which way would be the easiest, It is a 3D character

fossil swan
#

can you show me a face of one of those chars?

errant parcel
#

This is the character at the moment - all the colours are changeable in the menu by a colour wheel

#

the eye is a decal (but doesn't work)

fossil swan
#

either have a masked mesh sliiiightly in front of the face with flipbook expression, or an additional uv channel that aligns the eye/mouth properly, and again using a flipbook

errant parcel
#

Okay thanks, I will try both out and see which one works the best

fossil swan
#

I thought I had an example somewhere on my channel but no

errant parcel
#

is the mesh part of the skeletal rig, or added in the character actor after?

fossil swan
#

it can be a mesh if there is nothing needed to animate it, and just attach it to a socket. if there is animated expression in the face, it might need to be part of it

errant parcel
#

No animated expression, is going to be done by materials

fossil swan
#

i would probably keep it part of the skelmesh, but you'll need some proper material and bp controlling it

errant parcel
#

Okay. Thanks Luos!

fossil swan
#

good luck

errant parcel
#

Ill need it 😂

solar remnant
#

@smoky lintel you can accomplish that entirely in blueprints, however I have made a countdown timer using materials in the past. There are s couple ways to do it but the one I prefer is a flipbook for the numbers that has its time controlled by a material parameter. You can then call the material parameter in your blueprint and change it at runtime to reflect the time. Big tip is to use one time calculation whether in blueprints or in material as the process gets hectic otherwise

smoky lintel
#

@cj awesome, do you know if there is a tutorial anywhere that would get me started?

solar remnant
#

Not that I know of, unreal documentation for flipbook used a 1-4 number setup if I remember correct though

solar remnant
#

I have had an itch for making a new tutorial lately though might do a deep dive tonight into what flipbooks are and how they are used, will pm you if I get it up

smoky lintel
#

Thanks

smoky lintel
#

m,

indigo jolt
#

Flip books iz fun, you can use them on tiling textures to "hop" around spastic like or plug in particle lifetime or decal lifetime to auto play stuff

languid pivot
#

Hey I hope this is the right channel. I am trying to get an ocean from Houdini into unreal. It is kind of working, but I have some flickering at the edges of the mesh, and I am not sure why

#

Does anyone know why this happens?

cold sorrel
#

VAT?

languid pivot
#

No I used a flipbook 😳

cold sorrel
#

So it's looping through static meshes?

languid pivot
cold sorrel
#

Then I'm guessing this is caused by compression on the texture you use for WPO

#

If you plug in a contant instead of time you should be able to find the faulty frame

languid pivot
#

Okay thanks, will try that!

cold sorrel
#

It could also be uv wrapping VS clamping

#

Of the same texture

languid pivot
#

What do you mean?

#

I tried to change the settings of the texture if that is what you mean, but that didn't work

cold sorrel
#

Alright

#

It looked like it could have been leaking

#

but if it's clamped then that's not it

tawdry frigate
#

Dumb question I know but how would one know whether a particle system is cpu based or GPU based?

analog onyx
#

Unless particle system has a GPU particle module, it is CPU based.

languid pivot
#

@cold sorrel looking with a constant and scrolling through, it looks like it happens between frames :/ it seems to just be right for example on frame 31 and 32, but in between it does that weird snap

cold sorrel
#

Odd

#

Try rolling your own flipbook function where you can debug further

fossil swan
#

hmm, try clamping it (with the bool option at bottom of that mat function)

analog onyx
#

Quite possible that frames on the border are picking up other side of the texture through bilinterp.

languid pivot
#

If I do that it just goes static?

#

It is still displaced but not animated

fossil swan
#

worth a shot, but I guess that results in clamping it after it goes over 1

#

last idea

#

add a frac after time

#

(with that clamp bool on)

languid pivot
#

Still snaps at the edges 😦

fossil swan
#

meh, sorry for wasting time in that case :/

#

does the texture have "preserve borders" on?

languid pivot
#

Haha no I'm super grateful!

cold sorrel
#

have you tried removing all compression from it?

languid pivot
#

Maybe a stupid question, but how do I remove all compression? because when I turn it vector displacement it flows for a bit, but then it snaps into a static position as well

wind lark
#

hey yall! I'm trying to create a material with three textures- one is the base texture, the other is the top layer, and the third are these circles that I want to pan, and be masked by the top layer but show up over the base layer... I tried using material layers but its not working correctly (the circle layer is not appearing) .. any suggestions on more fruitful approaches I can try?

#

Here's what I'm trying to do:

#

So I want those cirles to show up over the blue background but when they pan behind the body of the bird, they are covered up by the bird, but remain over the background

#

thank you!

fossil swan
#

use the top layers mask to mask out the circle layer so it stays behind it

wind lark
#

can you explain that a bit further?

fossil swan
#

cooking atm :/
not much time sorry

wind lark
#

ok, no worries

wind lark
#

ah I got it- thanks Luos!!

fossil swan
#

yay 😃

tawdry frigate
#

@analog onyx thanks

hollow oxide
#

i got a post process material that is a texture. But ingame it resizes the texture to the viewports aspect ratio. How can i fix that?

errant oyster
#

anyone here know about cloth simulation in unreal?

solar remnant
#

Vertex animated textures or apex depends on what its used for

cold sorrel
#

Or Bone decomp

wanton whale
#

hello guys, how can i exclude certain actors from post_processing effects?

civic plover
wanton whale
#

Hello guys, i have this post procces effect of pixels for my level (2d blueprint character) and im trying to exclude the player from this effect, how can i do it?

celest birch
#

make the player write to the stencil buffer and use that to exclude

wanton whale
#

@celest birch thanks vincent! i tried that, ( activating the stencil in the options), and putting the character in the 2 channel, but with the nodes i tried, is not working either, what i am doing wrong?

celest birch
#

@wanton whale does the stencil part return a nice black and white picture?

#

(connecting the clamp to the emissive)

wanton whale
#

give me a moment

#

its does!

#

in the viewport atleast

celest birch
#

also, in the screenshot the last lerp, a and b were the same

wanton whale
#

a sorry, i do belive between time i touched things in an attempt to get it right

#

if i connect the pixel effect from the postpo, is still there though

#

now i get this

#

i think... this is it? is not exactly what i wanted because i was trying to get the exam same sprite that the 2d character has as default

#

but it dosent apply the pixel effect anymore i think

celest birch
#

you could lerp between the effect and the non modified color texture

wanton whale
#

beg your pardon?

#

erase the current lerp and put it somewhere else?

celest birch
#

iirc, in the B input of your lerp you put the non modified PostProcessInput0 and in B your effect

wanton whale
#

and btw @celest birch thanks for your patience and time with a noob ^^

celest birch
wanton whale
#

ill check it

#

and the painting is amazing

#

😄

#

ok its awesome, it removes the effect on everything except the character XD

#

i do belive i just need to change the stencils

celest birch
#

well, this will exclude the effect from the player

wanton whale
#

the effect is the pixel

#

but i belive i got it

#

now i just need to assing stencils

#

vincent, you saved my life pal

#

for real, thanks a lot

#

🍪 have a cookie friend

#

still i dont understand the logic of the material nodes

#

anyway, thanks a lot for the help again

odd gull
#

Houdini question, anyone got an ideas on how to render uvs to a flipbook ?

cold sorrel
#

Render UVs to a flipbook?

#

What do you mean?

odd gull
#

Hi Glad,
Ive got a rain sim colouring a wet map, which is is now colouring a my uvs, ive exported flipbooks from cameras before so ive got no trouble there. im just a little stuck on the inbetween stage

#

i essentially need to render my texture from mesh uvs to a camera so the T sheets game dev rop can output it

cold sorrel
#

Simplebaker

#

You are talking about baking, not rendering actual UV attributes, right?

odd gull
#

i have a color attribute assigned through a point vop

cold sorrel
#

Yeah, so use the simplebaker to bake that out to a sequence, go to cops, bring in the sequence, use a channel copy to swizzle it the way you want it and then turn it into a flipbook with the mosaic node.

odd gull
#

awesome

#

thanks will give this a try

deft jay
#

Hello

#

Can anyone help me with Cascade pls

fossil swan
#

its better to explain what the problem is, with images or video when possible

deft jay
#

I need to know how to use it ^^

fossil swan
#

follow tutorials

deft jay
#

Link pls

fossil swan
indigo jolt
#

haha, i feel bad, but yeah...the resources out there are super easy to find. I'll do one better. Try Youtube.com

mellow kestrel
#

Can anyone tell me how to change the orientation of the billboard sprites used in particle systems ?

fossil swan
#

there is an axis module

#

orientation > lock axis

mellow kestrel
#

Ah great. Thanks a lot !

#

It seems to also lock it to rotate around with the camera though ? I need it to face a certain direction and be independent of the camera

#

I guess I could always fix it in photoshop, but better learn how to do it properly or I might find myself in the same situation in the future

#

With lock axis flag z it's fine, but that only orients itself. I then add another orient axis with rotate x, and it seems to be that which causes the problem. However, it is also that which actually rotates the billboard which is something I need. The other option just rotates the emitter and gets it to emit in the right direction (which is great but still leaves me with a weird facing particle sprite)

fossil swan
#

what are you trying to do?

mellow kestrel
#

I am trying to get my sprites to face the same direction that they are moving towards

fossil swan
#

ooh

#

required module > velocity

#

(generally its set to square)

#

once you set it to velocity itll align with the movement (in most cases)

mellow kestrel
#

under screen allignment ? still seems to rotate when I move the camera

#

square actually doesn't. Unless I lock the rotation axis

fossil swan
#

yea screen alignment, itll mess up if you use rotation modules though

mellow kestrel
#

I only have the default modules with the exception of the lock axis one.

#

still happens if i disable that one too

fossil swan
#

if you remove the lock axis it should angle towards where its going, while still somewhat facing the camera

#

if you really want them to behave like i.e. meshes, imho the easiest way is to make a tiny mesh of a few polygons

mellow kestrel
#

yeah.

#

Well. I really just want it to ignore the camera completely

#

I can fix it by rotating the texture in photoshop for this particular thing

fossil swan
#

sprites are kinda.. well.. act like sprites

#

you could fiddle with the orientation settings in the required module a bit

mellow kestrel
#

but it would be nice to be able to do it in the future

#

alright

#

thanks. I'll give it a look again.

#

or maybe just do the photoshop fix if I can't find a work around.

spare hare
fossil swan
#

ooh

#

kinda looks like an animeplosion

spare hare
#

ikr

fossil swan
#

i wants it :p

spare hare
mortal lily
#

do i smell Opara rain? 😄

spare hare
#

yess :D

mortal lily
#

😄

#

you got to check her Houdini tuts

#

awesome stuff

spare hare
#

is Houdini often used for Procedural generation of sceneries?

mortal lily
#

def. starting to take off quite a bit imho

#

its a good time to learn houdini. esp in realtime vfx (just my opinion)

solar remnant
#

I use houdini for most everything I do anymore, its a lot easier imo than other 3d apps

cold sorrel
#

Never heard of houdini

fossil swan
#

@spare hare sorry for late reply, was afk.
thanks, ill give it a go tomorrow 😃

spare hare
#

@celest birch its in 4.22

brittle steppe
#

Hey all, for some reason my lighting is darker in the editor than it is in-game. Does anyone know why it may be? I think it has to do with the skylight

#

I have it set to affect world and set an exposure

wicked shale
#

@brittle steppe make sure you disable our at least match auto exposure on your cameras

#

Anyone know how to do a decent looking tracer for a line trace weapon?

drowsy lynx
spare hare
#

@drowsy lynx how do you ensure seamless looping?

drowsy lynx
#

@spare hare by rendering the first entries in the flipbook transparent and "overshooting" at the end by rendering more flips than necesarry and letting them fade out as well:
https://i.imgur.com/xDXqSBb.gif

spare hare
#

thats a neat trick

drowsy lynx
#

thanks! 😃 it's not perfect but often good enough. in case the transitions sucks, you can just hit play and generate a new flipbook where it (hopefully) works better until you're satisfied.

subtle idol
analog onyx
#

@subtle idol Just a mesh, radially blurred ?

fossil swan
#

quick rotating mesh, and a few planes with a very blurry tex

subtle idol
#

I think they have the mesh rotating very fast, but that wouldn't look like their effect they have with the blur over it. I would say the blur was a plane... but its a 3D

#

its a 3d cylider mesh or something when you see it from the side.

#

side view

analog onyx
#

Place a cylinder on top of the prop. Blur it radially.

subtle idol
#

cool, I'll have a google of what that blur is.

drowsy lynx
subtle idol
#

cheers guys! I'll give it a go and see if I get a similar effect of speed! 😃

cold sorrel
#

Radial blur is not the way to go for that though...

#

Cylinder with a straight blurred texture scrolling would be simpler

subtle idol
#

they also have that effect where it can look like the propeller is spinning backwards. it also spins so fast it looks like there are multiple instances of the propeller. but freezing it frame by frame, this appears to be a natural effect in the engine, just like in real life.

analog onyx
#

@subtle idol You would use a cylindrical mesh, UVed somewhat like this. http://prntscr.com/mmpj9x Now from here, you can follow path suggested by Glad, and bake a blurred prop there and use this mesh with translucent mat in game, or you can use the same mesh with translucent material, that reads number of scene texture samples, offset along radial axis. Optionally, you can render prop mesh into stencil buffer and reject samples based on that to preserve background untouched . Latter approach is bulkier, but works seamlessly for any propeller and lighting and tags along well with stock linear motion blur. The first approach is less universal, but is considerably cheaper. In both approaches you can simulate rolling shutter effects by offseting UVs depending in position of the pixel on screen on either of them axis.

Lightshot

Captured with Lightshot

subtle idol
#

very cool! I'll be giving this a go.

#

thanks!

ivory dagger
#

hey guys. I have a cpu particle that collides with blueprints in the scene. On one of those bps though I wanna check if it collided with the particle. is that possible? I can't seem to get it. Thanks in advance

drowsy lynx
#

@ivory dagger i dont think so. the particles are calculated on gpu and collide with the depth buffer...as far as i know you can't "read back" from gpu to cpu if a collision happened

ivory dagger
#

I'm using cpu ones though

drowsy lynx
#

oh sorry, i misread!

solar remnant
#

hey guys is there a way to use a meshs normal to spawn/guide particles in cascade/niagara?

pseudo skiff
#

what kind of witchcraft is that @drowsy lynx ?!?! 😮

#

looking really cool though 😃

#

is there a way to make it without using flipbook ?

wanton vector
#

Enabled High Quality Lights and Cast shadow on one of my emitters (content starter fire fx) and the frames dropped to 6 fps on a 1080 gtx. Is this expected?

fossil swan
#

yea, dont use that hehe

#

also depends on how many you spawn

#

if you spawn one, its sort of okay (though id still suggest against it in almost all cases)

fossil swan
drowsy lynx
#

@pseudo skiff the pixelperfect guy is trying to use static noise to do everything in the shader. i tried too but wasn't really successful to accomplish the style i wanted. i guess it could be possible with a lot of tweaking and fiddling in the shader. but changing the effect might take time then while i can play around a bit more free and just record what i made.

#

@fossil swan love this aura! is it 2 spheres on top of eachother masked by sphereMask+orb-position?

spare hare
#

@fossil swan le me guess: two fully transparent spheres and you use depth fade to make it opaque and blend the aura texture :P

analog onyx
#

@drowsy lynx Well, guess you cheated on rendering the flipbook out 😃 Still within the rules of the contest technically. GL !

ivory dagger
#

anyone has any idea why spawning a blueprint that has particle component, doesn't visualize the particle? I am sure it spawns though even if I cannot see it

drowsy lynx
#

@analog onyx we discussed that in my thread 😄 it is a fine line 😄 on the other side, many poeple use noises which could count as kind of a texture as well. in my case i'm not storing the flipbook on disc - as long as everything happens in realtime it should be kind of ok. if not, the whole rendering process could count as cheat as render targets and even textures for storing particle positions are used by unreal to print something out on screen. but yes...it's a very dark gray area here 😄
I already noted that it's totally fine to exlude me from the process if this counts as a cheat. I was just having too much fun trying to make this flipbook-baking working that I couldn't stop 😄

fossil swan
#

@spare hare yes on the spheres, not really on the depth fade.
it does use a depth fade, but as a UV channel, (V), and a fresnel for the U channel, plus some other math for noise.

#

not the best thing, but wanted to see what I could do manipulating depth and fresnel as uv's hehe

#

while I tested it with this wavey noise texture, I kinda wanted to have something that blows dust/force away from center radially

drowsy lynx
#

@fossil swan and what makes the spheres appear only near the walls?

fossil swan
#

part of the depth-fade setup prolly

#

I was literally goofing off with weird things, so it was a surprise to me as well XD

quartz kindle
#

Hey all, just curious is there a way to mix shading modes? A friend of mine is looking into mixing 'Hair' shading with 'Opaque'. there are strands of metal in the hair that he'd prefer to not run through the hair pipeline. Material Layers don't seem to support mixing shading modes (please correct me if wrong), and not sure if the new 'LayeredMaterial' experimental feature is sufficient.

fossil swan
#

the layeredmaterial experimental feature has been depreciated already

quartz kindle
#

ah so material layers for sure doesn't allow mixing shading modes?

#

er its confusing 'layeredmaterial' vs 'materiallayers'

fossil swan
#

yea, and for that particular problem.. iunno. either fake the metalness, or a seperate material is what comes to mind... with my lack of knowledge on hair/char shaders

quartz kindle
#

appreciate the answer very much luos. thank you

spare hare
#

the material layer feature weren't actual layers anways. they where just cascaded material functions like any other "professional" UE user already does.
It's just a fancier way of doing it (+ little bit more flexible, since you can delete/add layers per instance)

quartz kindle
#

ah so it didn't even modulate shading modes?

spare hare
#

you cannot mix Shading Models unfortunately.

quartz kindle
#

ah ok well i appreciate the answers still, thanks you two

#

but the problem is for nv cloth, the steel parts if they were on seperate material id, the simulation would mismatch

#

it sounds like each material id using apex is split to its own simulation i mean, so the metal peices wouldn't be connected to the hair vertices neccisarily is there a way around this?

misty magnet
#

@ivory dagger have you tried adding the "Activate" function node after the spawn? (just in case)

ivory dagger
#

Yup tried all of those @misty magnet

spare hare
#

has someone some wizardry to make a texture look like it is projected onto a plane?
I have a sky sphere and I would like to add a Cloud Layer that's basically just a plane with a texture

candid meadow
#

Hi, anyone here with knowledge of particle editor or niagara? I'm trying to convert some of our effects, but need help. Please message me directly if you can help

fossil swan
#

@candid meadow that wasnt an invite to spam the channels
are you using cascade, niagara, or are you trying to convert from somewhere else?

candid meadow
#

one line, spam?

mortal lily
#

in multiple channels. spam.

candid meadow
#

we are converting from our old particle system which is made of an old engine

#

and we want to move some of those effects to UE particle system

#

so I would like to have someone eager to discuss about this

fossil swan
#

besides textures and meshes, you'll have to set up all the materials and cascade modules manually

mortal lily
#

might be best to recreate them from scratch then

analog onyx
#

@spare hare I believe there was a mat function with same functionality, VirtualPlaneCoordinates or something like that

candid meadow
#

some of the concepts are similar, like emitters, attractors, life of particles, etc

#

so there could also be a way to convert some automatically

cold sorrel
#

Not outside hand writing a tool that does it

candid meadow
#

this is what I would like to discuss with someone that has some knowledge

fossil swan
#

you'd have to manually make such a converter, which might take as much time as recreating the effect depending on amount

candid meadow
#

if anyone is interested please message me directly

cold sorrel
#

afaik, cascade doesn't allow autocreation of emitters.

candid meadow
#

I can write an importer if needed

#

we have programmers

fossil swan
#

you'd need to edit the source prolly

cold sorrel
#

Yeah

#

Or a macro that clicks buttons!

mortal lily
#

honestly i'd say writing an converter might take more time then to recreate said effects

#

(ofc i dunno about specifics of your effects)

candid meadow
#

maybe recreation is simpler, starting from textures and color settings

spare hare
#

@mortal lily omg i love you

mortal lily
#

🤔

fossil swan
#

get a bounding box you two

cold sorrel
#

If not, you'll have to analyze the difference between your systems pretty thoroughly. Like, how much does Unreals drag reduce the velocity per tick vs your engine.

spare hare
analog onyx
#

Script, that transfers base particle effect, and a neural network, that trains to match it to the image in old engine.

#

Profit.

#

Should become net gain at about few thousands of effects and above.

fossil swan
solar remnant
#

should work just in time for a major revision that breaks it

mossy imp
#

Curious if there is any performance and/or visual difference than using the built in chromatic aberration?

#

Looks cool none the less I might try and replicate 😃

#

Just wondering how practical it is

fossil swan
#

neat @devout portal

devout portal
#

@fossil swan i can't imagine possible implications however, aberration is function of Angle of View and wavelength, but the OP probably wanted to use it for something

#

also depth is hard to control variable

#

ue4 has no normalized depth like Unity, right?

#

@still delta sorry for poking, do you know by any chance? ^

still delta
#

@devout portal honestly, I don't know if it's normalized but it should be easy to do by dividing by far frustum distance

#

or far clipping plane, no idea how it's called in UE4

devout portal
#

afaik there are no dynamic clipping plane, so depth is always absolute value and there are no "max" one

#

at least, that was true last time i did a research

analog onyx
#

in UE4 far plane is at infinity

#

You can still get normalized device depth, but it is not useful in the context of the effect.

still delta
#

interesting, so they have some custom projection matrix?

devout portal
#

Hmm. Are DDX, DDY in ue4 working poorly?

#

or that's just quads aligned that way?

analog onyx
#

They are working properly. I believe UE4 still uses coarse versions by default.

devout portal
#

How to get the variable of texture sample for custom node? i need SceneTexture:CustomStencil

analog onyx
#

check SceneTextureLookup function

devout portal
#

yeah, i've tried that, got an error

analog onyx
#

Material compiler is unaware that you are using scene textures. You need to use actual material expression in the graph before the custom node.

devout portal
#

Man that UE-57416...

#

they should make a proper documentation for custom node

#

yay, seems like working, outline by 4 samplers using DDX/DDY

#

Nah, it's not

#

still bugged

#

oh, i see now

gritty temple
#

any ideas why a particle might not be rendering after setting the particle template at runtime? all templates being passed in are valid, and when pausing game to debug, the blueprint with the particle seems to indicate the right flags for visibility and activation, but the particle with the new template is still not being rendered

devout portal
#

@gritty temple have you tried ResetToDefaults ?

gritty temple
#

haven't tried that. i did some experimenting with making the template change before and after activation, and that seems to have an impact on things as well, but strangely only when a ribbon emitter is in the template

indigo jolt
#

you've channeled your dream about making an Orange Julius in a blender

#

and staring down into blender

#

btw - Anyone have any links to a good tutorial on Maya destruction-to-skinned meshes? ie - collapse a tower and the parts simulate and all that gets keyed into an FBX skeletal mesh?

#

i can't find crap on this subject

solar remnant
#

Dunno about maya but Houdini is just an rbd to fbx rop if you want to try it there

indigo jolt
#

Yeah does it do an SK ?

#

Any links on hand? I will search now anyway but any favorites would be appreciated

#

Houdini would be legit as long as apprentice version doesn't lock me out

solar remnant
#

luiz and paul make some pretty good walk throughs

#

you should be able to use FEM fracturing too if you want different forms of breakup without making something custom

drifting jetty
cold sorrel
#

It's old, but I've posted the maya script in the comments. You should be able to figure it out from that.

#

Basically it's, for each piece, create joint, constrain joint to piece, bake animation to joint. Remove constraint. Remove animation from piece, skin piece to joint. Connect joint to skeleton hierarchy.

drifting jetty
#

someone can help ?

cold sorrel
#

Which part?

#

How far have you gotten with your own test?

indigo jolt
#

@cold sorrel awesome ty!

cold sorrel
#

Anytime

prisma flume
#

I'm curious how to make a simple beacon/ marker on the level kinda like fortnite, just a give huge colored column waypoint thingy. Can anyone point me to a tutorial or something? I couldnt find anything

lone wing
#

just spawn a huge cylinder

prisma flume
#

ah true

paper tangle
#

Hey guys, does anyone know why using a sphere mask (based on abs world position and particle pos) or sphericalparticleopacity as the opacity input of a translucent material makes the volumetric translucency shadows disappear?

#

No shadows

#

Unless I go super close to the wall, but at that point it seems like the shadows don't actually use the opacity

solar remnant
#

Any reason a texture that has been set to clamp in x/y while being panned would cycle in one material and not another? Trying to figure out if its a bug or something I messed up

solar remnant
#

Weird its from using a scalar

fossil swan
#

that shouldnt influence it, though if a clamped texture is set to shared tiling, itll tile again, and vice versa for a tiling texture set to shared clamped

solar remnant
#

it shouldn't haha just a weird bug cause it still works through scalar values when using material parameter collections just not the scalar parameter node. Its in 4.18 though so not much to do for it

#

was just in the testing phase of the effect and was very confused

indigo jolt
#

CJ just to be safe i'd clamp the min/max values of the spheremask too...i'm not 100% on this but i think spheremasks might go into negative values in black parts

#

that is rarely useful

spare hare
solar remnant
#

that moire though

wanton vector
#

@fossil swan Sorry, didnt notice your answer to the usage of high quality lights and shadowcasting, thank you. I'll stick to the regular light. 🙂

solar remnant
#

I find it funny how many youtube channels Simon has

fossil swan
#

yea

solar remnant
#

I'll have to try that out though looks cool maybe I can compete with your submission by the end of the month 🙊

fossil swan
cold sorrel
#

Oh damn, are those videos coming out of the vault now?

#

I wonder if I'll get pinged if mine does

fossil swan
#

no time to watch it tonight, but def checking it tomorrow.

#

how many have you done by now Glad?

cold sorrel
#

If I recall correctly they were on stage straight after me

#

at GDC? Only one. Well, unless you count booth presentations

#

But conference presentations in general, I don't know..

fossil swan
#

was asked to do one here in the Netherlands, but I am more someone who applies what I learn, instead of telling others how to approach it.

cold sorrel
#

I did one in Utrecht a couple of years ago

fossil swan
#

oh sweet, so you arent foreign to this flat country of mine

cold sorrel
#

I will be in Amsterdam within 48 hours.

#

But only while changing planes 😛

#

Also, screw the youtube comments on that video

fossil swan
#

i'll be sure to wave to the planes flying by within that timeframe :p

#

and yes, typpical yt comment rage

analog onyx
#

I need a particular thing from cascade. An emitter, where particles are locked to XY plane in emitter space, but have acceleration applied in world space. Additionally, when particle reaches certain distance along one emitter space axis from emitter position, XY plane motion restriction should be lifted. Is that doable with stock set of modules ?

solar remnant
#

Went through your gdc slides yesterday glad, now I’m trying out wedges so sad I didn’t find this earlier

fossil swan
#

@analog onyx not sure, but i think there was a way to deactivate a single module in blueprint, else you might want to look at @swift mantle his https://www.unrealengine.com/marketplace/particle-editor-extension

#

alternatively, perhaps do it in shader?

#

hmm, might be possible if you use meshes and tweak rotation over life.

#

too tired to think atm

radiant frigate
#

hello! i'd like to ask about (basic?) questions about visual fx materials

#

from what i've read via documentation and various online posts and tutorials the overall process of making vfx materials would be to have a master material and instance those off for each effect (or multiple?) use cases

#

i was wondering if theres a notable performance drawback to having more scalar parameters in the master material

#

i figure more features do increase both the instruction count and general performance requirements

#

but if i have more parameters to control instead of pre-set values but identical instructions

#

(in particular uv control)

analog onyx
#

@radiant frigate There is a non-zero cost, but it is minimal. If you feel you want to expose something as parameter, feel free to do so. Difference between using constant and uniform parameter is in 3 aspects. 1) Parameter needs to be fetched, costing a bit of memory and bandwidth. 2) Parameter is not subjected to constant folding(when you are using constant in graph, in certain cases it will auto collapse networks, that are never used). 3) Updating parameter at runtime adds a separate cost on top. If you are beginner, try applying the principle make it look good first, after that make it fast

radiant frigate
#

ooh

#

i imagine in most cases the cost is negligble compared to how the features are implemented?

analog onyx
#

Negligible to a point where you are unlikely to profile any difference up to thousands of parameters.

radiant frigate
#

understood! thank you!

#

also it may possibly be workflow dependant but would it be better to have a master material > instanced per effect or

#

have master instances and further child instances off said master instances

#

the latter being a way to reduce the amount of shaders compiled was how i understood it so far

analog onyx
#

For you as VFX artist, workflow convenience and general asset management would be the only considerations.

radiant frigate
#

🤔 well i suppose so

#

thanks for your answers though! it was helpful to know about iut

drifting jetty
#

why ignor ? can help ????????

cold sorrel
#

@drifting jetty Because you have a name that is hard to tag and you don't respond when we asked you counterquestions. You weren't ignored, you just failed to discord.

drifting jetty
#

i dont failed discord, this discoed for ue4, and chanel Visual .. thats wy its correct

cold sorrel
#

...

analog onyx
#

¯_(ツ)_/¯

runic quarry
#

Hey, so, I'm kinda stuck on how I could do something; I want to be able to make an effect travel down a spline with the starting and end points being mostly fixed, but the path inbetween being fairly randomized

#

So basically, I'm just looking on how I could randomize a spline's path from A to B, but am not sure how I could go about it.

drifting jetty
#

@cold sorrel dont see any questions for me ... Hard my nick? Lol tab to nick ...

I need help wthis psrticle system try do light ray like in diablo, when dropet legendary item in video witch in up my messeng have this light ray

cold sorrel
#

Put a gradient on velocity aligned sprite with tiny amounts of velocity. Done.

drifting jetty
#

@cold sorrel i try it, i alsou do matirial gradient and dot work ((

analog onyx
#

@runic quarry It is usually done by having several paths, identifiable by vertex colors or UVs. One of these is picked randomly.

modest leaf
#

hello, i have a vfx beam that is attached to a weapon (first person perspective), it works well if i'm standing still but if i rotate the camera i get a huge trail which seems to be caused by the motion blur setting in the camera's post processing. Is there a way to make the vfx bypass motion blur so i dont have to change the motion blur value whenever it shows?

drowsy lynx
#

@modest leaf ususaly not as motion blur is a post process filter and appliead to all rendered pixels 😦

#

(hm...expect you can somehow not write the velocity data into the motion vector buffer...not sure if this is even possble..)

modest leaf
#

@drowsy lynx that makes sense, so what else can i do to avoid that?

drowsy lynx
#

@modest leaf i dont know exactly whats the problelm. i think it would help if you could provide a screenshot or video?

analog onyx
#

@modest leaf Render the beam in separate translucency pass.

modest leaf
#

@analog onyx thats on the material itself right?

analog onyx
#

yes

modest leaf
#

thnks, ill try it. @drowsy lynx if i dont fix it with this ill show you

#

@analog onyx i already had Render After DOF on

analog onyx
#

It is TAA ghosting then

modest leaf
#

yeah thats a likely possibility

#

ill try disabling AA

#

if that's the case then theres not much more i can do, the other AA modes have other problems

#

actually even with AA off i still have the motion blur effect on the vfx

#

if i set motion blur to 0.0 its fine

#

if i enable TAA then there is a bit of ghosting

#

so its kinda the mix between motion blur and TAA, but motion blur seems like the main culprit, because even with TAA disabled i have a bigger drag effect than with motion blur at 0 with TAA enabled

#

the weird thing is that motion blur is still affecting the material with Render after DOF on

analog onyx
#

Yeah, in stock motion blur is run after separate translucency apparently, which makes little sense. It is an easy change, if you are fine with rebuilding, but won't help you with TAA. Consider doing beam as masked instead of translucent.

modest leaf
#

thnks, i'll try with masked, but if that doesnt help i guess i'm out of options

#

the masked seems the same

analog onyx
#

should not be so. Masked writes correct velocities.

celest birch
#

Hi guys any way to change particle shape? I would like a slow emission of spheres

#

nvm

ivory basalt
#

does anyone know why my impact VFX clips away

fossil swan
#

make it a few units higher

ivory basalt
#

i did

#

ahhh

#

its a clipping issue

#

I think caused by the distancetoenearestfield node in the water

#

hmm still happening

#

will sleep over it xD

#

love your work btw @fossil swan

fossil swan
#

thanks 😃

pliant carbon
#

hey

#

im trying to use world displacement in 4.21.1 but by default the displacement is only occurring within a radius around the camera

sly wraith
#

How does one do a battle royale "circle"? I feel like you couldn't use a mesh because there would simply have to be too many sides to make it smooth right? Or is there some sort of PP math you can do?

analog onyx
#

@sly wraith Could use coarse geometry to render it, but apply virtual cylindrical coordinates for anything effect related.

sly wraith
#

@analog onyx so would that smooth it visually?

analog onyx
#

yes

sly wraith
#

"apply virtual cylindrical coordinates"

#

What exactly does that mean?

spare hare
#

project tthe UVs on a cylinder I guess

sly wraith
#

Hmm in a PP material?

#

Not sure how the cylinder part would be accomplished

pliant carbon
#

@sly wraith I imagine your circle would only be visual in the world at a certain distance?

#

i know in pubg the visibility of the circle fades out with distance

#

so what you could do, is have a portion of a cylinder and position it at the edge of the circle based on the players angle from the center

#

and the radius of the circle

#

and scale

#

then again, the cylinder doesnt even have to be that detailed

sly wraith
#

Hmm

pliant carbon
#

the actual detail of the clinder will be unnoticeable when its huge

#

and by the time its small enough their will be enough sides for that scale

#

but even to give it like 1000 sides, is only 2000 triangles

#

the pubg circle at least on the map isnt especially detailed, you can see the sides

#

dunno if it has the same sides on the world model

sly wraith
#

Right that's my problem

#

3DS Max only let's you do 200 sides

#

Maybe Maya will let me do more

fossil swan
#

just ring the top and bottom edges, connect. repeat.
then relax to make it more spherical.

#

thpugh 200-400 is mooooore than enough

sly wraith
#

Ok thanks

#

Maya looks like it will do 1000

#

Can a non-capped mesh still generate overlap events?

drifting jetty
#

Some can help with particle light system like in diablo when droped legedary item ?

mortal lily
#

I can't recall how it looked in D3 but i don't think you need particle lights for that. Just a point light bp should work?

drifting jetty
#

@mortal lily see?

mortal lily
#

Ah you mean those rays/beams? (or whatever they're called)

drifting jetty
#

@mortal lily yep, rays/beams

mortal lily
#

i'd try to use a mesh and a material thats using multiple panning noises/clouds to get that pulsing. Could also try to use masks for the tappered effect (or perhaps a tappered mesh)

drifting jetty
#

@mortal lily i creat a gradient material, then put it in particle system

analog onyx
#

@sly wraith World position of a fragment is known. UVs and world coordinates of your virtual cylinder can also be defined by cylinder center and its radius. From this you can construct equation that would relate render mesh fragment position and virtual cylinder position behind it. Check VirtualPlaneCoordinates material function. Your case is same, but with a cylinder.

limber onyx
#

Anyone have a good link on how to attach a brief "puff" of smoke? I've tried with a particle system, but by the time it warms up, it's too late to have effect.

ivory basalt
#

im really at a loss here guys

#

there must be a setting somewhere

#

it keeps appearing/re-appearing

#

something with the camera maybe

#

excuses for the image spam but im hoping some of you more experienced users can spot the fault

fossil swan
#

@ivory basalt are both translucent?

#

water and waves

#

in that case, you need to set the translucency sorting order of both actors

#

though you could prolly make the waves thingy masked, as it doesnt look like its doing much with translucency

ivory basalt
#

@fossil swan hi man, yes both are translucent

#

how do I set the sorting ?

#

the waves thing if I make it masked the edges appear very hard

fossil swan
#

if you click on it in the viewport, one of the detail panel options is sorting order

ivory basalt
#

thanks this worked 😃

#

have you ever considered teaching ? a CGMA class from you would be awesome @fossil swan

fossil swan
#

I have quite a few tutorials on my YT page 😃

celest violet
#

hey guys, how can I create a 'bend' effect, everything that is furthest away from camera bends upwards as an arc with a specific degree ? I want to create a hamster running game and the level to unfold while he runs inside the wheel. Is that possible ? and how 😃

fossil swan
celest birch
#

Hi guys I have a particle system with a mesh emitter, is it possible to use a blueprint actor with a mesh as the root component for the emitted mesh?

wanton cairn
#

Howdy guys. Bit of a pickle here.

I am attempting to do an particle beam. First mistake I made is realizing the beam type emitter does not take sprite sheets. The next thing is, because of the shape of the beam, should I just create a basic billboard mesh? And if so should I include some bones/dummy objects in it for target locations?

#

@celest birch I don't see why not?

celest birch
#

well it seemed to only want a static mesh with no additional properties, in the end I just gave up and spawned stuff manually. There's probably a way

sly wraith
#

For creating a bullet ribbon effect for a line trace, how would one create this without spawning an AEmitter actor

brave jay
fossil swan
#

hmm, what I tend to do (not sure if its the right way) is fading out the particle before its at the end of the lifetime

#

so for instance fade out fully at 90-ish% of its life

brave jay
#

Do you usually use the Alpha Over Life for that?

fossil swan
#

yea, unless a particle relative time or dynamic module are used for that

solar remnant
#

For these sort of trails I add a gradient that scrolls through behind so it doesn’t all fade at once

fossil swan
#

in this case Celestial forgot to hook up the alpha from vert color to opacity hehe

brave jay
#

I'll definitely remember that next time!

#

Also, thank you for the suggestion CJ, that's something I need to remember for my future VFX projects

drifting jetty
spare hare
#

looks like a mixture of Decals or Postprocessing and a particle system or maybe just a simple mesh

spare hare
drifting jetty
#

how u creat it ?

#

u have pulsed ?

brave jay
fossil swan
#

wouldnt it be sweet if we could export an animtrail like that as fbx

spare hare
#

why are weapon trails always so hnnnngh to look at?

drifting jetty
#

@spare hare can u how tut how u creat it

celest birch
#

@cold sorrel
Hey :)
If you don't mind explaining the process of VFX for a simple attack (process, softwares, etc.), I would really appreciate.
If you don't have time or else, it's fine. I'll just go through several tutorials.

#

It's cool.

cold sorrel
#

Any ref?

#

(I might pass out, jetlagged AF)

solar remnant
#

@drifting jetty just use a triplanar mesh and apply a stretched circle to the bottom

celest birch
#

haha it's fine, just slept 2 hours so.. X_x I'll find one

solar remnant
#

if you want the distortion pan a noise gradient and multiply that by your emission

celest birch
#

wait it's not playing... :S

cold sorrel
#

Soft blur in photoshop, Ring blur in photoshop. Spawn both on sprites. Add ribbons with a soft streakblur.

#

For the impact spawn the same4 streakblur (with a bit of wobbles) on donuts/rings.

#

Add a bunch of light streaks behind

celest birch
#

So those would all be sprites facing the cam?

cold sorrel
#

And draw the smoke animation/sim it

#

yes

celest birch
#

ohh

solar remnant
#

think a spiky sprite in the center would help to

#

kinda like light bloom

cold sorrel
#

Depending on the actual usecase, animate the ground breaking in your software of choice

celest birch
#

when we see trails in game like the melee attacks above how is that done?

cold sorrel
#

Ribbons or meshes with scrolling textures

celest birch
#

ha!

#

damn...

cold sorrel
celest birch
#

I got schooled

cold sorrel
#

Ground breaking example

#

Trail example

celest birch
#

Thank you!

drifting jetty
#

@solar remnant can, show me whot u mean ?

solar remnant
#

then just a stretch a circle for the texture that should give you a good start after that I would do more in the material to add interest

drifting jetty
#

@solar remnant ok thnks, will try

weary helm
#

Heyo, is it possible to lock the axis of a trail / ribbon ? I would like a trail to follow my character movement in x / y but not z, is it even possible ?

solar remnant
drifting jetty
#

@solar remnant , thnks a lot

solar remnant
#

np

thin rampart
#

Hi guys, I was just wondering if someone knew how to make a particular object in the scene ignore a post process volume so it can show off it's color ? , I have heard about custom depth but have no clue how to implement it with setup
heres an image.

#

Im trying to make the hat show off colour but it has 4 materials

thin rampart
#

Could someone help please ?

#

Don't worry figured it out.

devout lily
cold sorrel
#

Niagara, or if they don't have to be particles, WPO

devout lily
#

what about doing this to foliage? For example grass that scales up around the character

thin rampart
#

anyone know why my rain is really not liking my house ? also why i have holes in the particle effect when zooming out ?

#

this is a better look at what i mean

#

the house is blocking the rain fall

brittle remnant
#

@thin rampart I recommend temporarily changing your particles into something easier to see and debug. Will probably give you and us more insight into what the issue is. As it stands, not too clear what's happening from these videos.

#

@thin rampart Some part of what you are seeing is likely perceptual issues caused by the refraction in the rain material, but not sure beyond that.

thin rampart
#

@brittle remnant I turned up the opacity of my rain material and it kind of worked.. but obviously no longer really looks like rain

#

dw about the blood rain it was a test.

#

but i still have the problem wherever my camera looks there is a gap?

#

my rain material

thin rampart
#

@brittle remnant its not very clear but it's even doing it in the viewport

#

a straight ass line

fossil swan
#

hmm might partially be the fresnel

thin rampart
#

@fossil swan whats wrong with it ?

brittle remnant
#

@thin rampart I would slowly start disabling features to narrow it down. Strat by removing modules one at a time. Like Collision. Disable transparency on your material as well.

civic plover
#

I think UE's refraction expects some normal vectors to work off of, and in your videos it looks like the water droplets are bending light (offsetting pixels) in just one direction, which suggests to me that they're sprites with uniformly flat normal vectors rather than something more spherical. And then you have your fresnel-to-IOR setup with a 1.5 max value that gives it those extreme white contours when in the light.

#

Can't say anything beyond that because I haven't done this type of effect, but that's my guess.

uncut sorrel
#

Warning
Cannot find primitive attribute 'name', binding volume as 'density'.

#

Anyone know what this means in houdini?

thorn pine
#

your volume doesn't have a primitive name attribute

#

how are you making it?

#

you can specify a name on creation, or just put down a name sop

oblique thicket
#

I kinda got it with a cubemap render target, but cannot find how to get the fisheye effect

solar remnant
#

fisheye is just a wideangle effect, you might be able to get closer to the result you want using a standard 2d render target that is wider than it is tall

oblique thicket
#

Thank you, I will experiment

uncut sorrel
#

How would one expand the volume of something in Houdini

#

because its a box, and I want it to expand further

fossil swan
#

@uncut sorrel you might want to try the realtimevfx forums/their discord as this channel is basically ue4-related questions only

uncut sorrel
#

Didn't know they had a discord

fossil swan
analog onyx
#

Is it up yet ?

cold sorrel
#

The question is, was it ever down?

analog onyx
#

true.

weary helm
#

Heyo, is it possible to have particle effects that uses the local space in a specific axis and the world space in an other axis?
Let's say I have a character that is moving very fast on the Z axis, and I want him to leave a trail when it's moving on the X axis, how would you achieve that ?

fossil swan
#

if you use spawn per unit for ribbons/animtrail/regular stuff you can make it ignore movement along axis

wind lark
#

Hey all- I'm getting really inspired to make animated illustrations using UE4 - kind of like this .. https://www.instagram.com/p/BuVX9CjAVvs/
Researching around, using the flow map node in material editor seems like a good first approach. I created a flow map using a tool I found online (flowmap painter by teckartist.. http://teckartist.com/?page_id=107) and am running into an issue where when using the flowmap tool the texture automatically tiles. Has anyone worked with flowmaps and possibly knows how to address this?

Instagram

1,180 Likes, 26 Comments - ♏TheGlitch♏ (@theglitch.og) on Instagram: “"Life has its ups and downs. When you are up, enjoy the scenery. When you are down, touch the soul…”

▶ Play video
solar remnant
#

are you using a seamless texture? flowmaps are just 'fancy' panner nodes you can actually create them internally within unreal using vertex color if you understand what the color values mean

wind lark
solar remnant
#

this and a knowledge of panning will help alot in flowmap understanding

steady crypt
#

Could anyone help me with creating a postprocess material to blur distant objects? I have objects that are illuminated by customdepth, so I can't just use a DoF since those objects aren't effected by it. I would like for objects past, say 10000 units, to be blurred but don't know how to go about doing this

fossil swan
#

hmm, you'd think there would be an easy way to find all materials in an emitter, and adjust a shared variable they have.

analog onyx
#

Should be py scriptable.

fossil swan
#

meh, i rather not add code to a particle pack :p

harsh oar
#

anyone know how to rotate a ribbon?

fossil swan
#

rotate how?

harsh oar
#

like

#

the trail

fossil swan
#

thats a mesh with a texture that pans in a swirling motion

#

its being discussed in that thread

harsh oar
#

what if I want the motion not be a straight motion? the trail will not follow the bullet core.

fossil swan
#

then it might be a ribbon with the same kind of texture thats panning

harsh oar
#

I see

#

Thanks!

fossil swan
#

scroll down to give or take the oktober 2018 posts

vivid nebula
#

@fossil swan ah, hello there)

fossil swan
#

heya

vivid nebula
#

well finally i'm here

#

sorry for offtop guys

prime pecan
#

heyho! I'm trying to calculate a mask that simulates the view angle of my camera so that it can be used as a mask in a material, but I can't for the life of me figure out how to calculate that.
I've got a octahedron SDF with some help from the internet to work, which is close, but now quite what I need

analog onyx
#

@prime pecan Meh, I would just use 6 plane estimators instead of something fancy.

prime pecan
#

and how would I do that?

analog onyx
#

Check distance to each plane of the frustum(camera view is a frustum, encased by 6 planes). Select minimum distance, minding the sign of each plane. Here is your distance field for camera frustum.

prime pecan
#

alright, I'll try to see if I undertand what you mean, wish me luck 😄

solid stream
#

there was a pretty nice tool based on unity to make flowmaps

#

standalone tool to generate your flowmaps

prime pecan
#

okay so here's my problem, I'm trying to calculate a frustum for a second camera, and I can't find a way to do that in unreal

#

so I don't know how to calculate the frustum nor the planes on it

analog onyx
#

Aight, so you need six planes, that surround it. Top,Right,Left,Bottom, Far and near. Plane is best defined with its normal and origin. So, thinking about it, near plane would have normal equals to camera direction vector and origin at camera position plus camera direction vector times near clipping plane distance. So far seems clear? Can you get second camera position and camera direction vector and supply it to your material ?

prime pecan
#

well yes, I have the Camera Position and Angle, and ideally the aspect ratio, do I need anything else?
And the near clip plane sounds simple enough, far should be similar, I guess

analog onyx
#

Far plane has a normal of minus camera direction vector and origin at far clip distance.

prime pecan
#

are the planes infinite or will I have to constrain them to the frustum?

#

or will that happen automatically by checking for the minimum distance?

analog onyx
#

We are speaking about planes. They are infinite. Top plane has normal that can be expressed as camera direction vector, rotated by plus half vertical fov around camera Y(or X) axis.

#

Its origin is the same as camera origin

prime pecan
#

oohh

#

I see

analog onyx
#

Likewise for 3 remaining planes

#

Now you just get distance to all planes from a point in question. If the distance has same sign(negative or positive depending on normals you choose for furstum planes), your point is definitely either within or outside the frustum.

prime pecan
#

alright, thanks!

analog onyx
#

Consequently, if you just take minimum distance from 6, you will get your SDF

prime pecan
#

yeah that sounds like exactly what I need

#

sweet

brittle remnant
#

@prime pecan What's your use case for this?

prime pecan
#

I want to mask out a the field of view of a camera in my scene

#

so I can use it in PP

#

I've nearly got it now

brittle remnant
#

Ah I see, some sort of shadow casting fog of war type thing?

#

I think I'm still missing something. Isn't the view from your camera by definition your scene?

prime pecan
brittle remnant
#

More like the view from the cars headlights

prime pecan
#

this was my initial try by using an octahedron sdf, but I couldn't manage to rotate it

brittle remnant
#

Cool effect tho

prime pecan
#

well more like view from the lane assistant in the car

#

okay I've got something, now I only need to work out how to do the correct aspect ratio

brittle remnant
#

I feel like you could accomplish this using custom depth and a big mesh much more easily.

#

Unless you need the SDF to do some soft edges.

#

Or perhaps a a Render Target that just renders your mask volume mesh.

prime pecan
#

well the problem with custom depth is that you'd have this giant chunk in the world and if you'd look through it from this angle you'd see stuff colorized that wouldn't be in the view of the camera in the car

#

with the SDF approach I only get the pixels colorized that the car could see, no matter from where I look at it

analog onyx
#

If it is a single effect, SDF is okey. For multiple effects like that, rasterizer based solution is preferable, but you would need to do a bit of coding for that.

prime pecan
#

well it'll only be one car that we want to visualize

#

and the SDF allows for flexability in FOV and aspect ratio of the cam

analog onyx
#

Usually things like that are performed with two stencil tests, one against front face and one against back face.

#

But yeah, SDF gives you flexibility and stuff.

prime pecan
#

it's also a good exercise

#

okay I've got pretty much everything set, I just have to figure out how to calculate the plane normals based on the camera angle... right now all of them are basically hard coded

brittle remnant
#

Those should all be rotations of the camera vector/normal.

prime pecan
#

yeah I just realised that I could just pass them over when I pass through the position from my object in the scene that acts as proxy

drifting jetty
#

@solar remnant dont work well ( can u show me tut ?

brittle remnant
#

Was playing with this and realized that this won't give you a correct visualization for what that sensor can see because it doesn't account for objects that occlude your sensor inside the frustum. Not sure how critical this is to communicate in your visualization but it might be better accomplished by rendering a shadowcasting spotlight on a proxy of your your scene and then using that as a mask for your post.

fossil swan
wild rock
#

Has anyone used the GetUserInterfaceUV node in a material? I'm trying to make a 9-sliced material, but I don't know how I can specify the margins/borders as inputs to the material.

prime pecan
#

nice one Luos, I love how they get more and more ridiculous

#

and colorful

#

🏳️‍🌈

fossil swan
#

😃

rustic monolith
#

Hi guys, I have problems with particles In PSA Velocity in orthographic camera
facing wrong direction in game
editor

gusty cliff
#

Why does my particle effect look far more dull in-game than in the editor?

sly wraith
#

What's the best way to do a "lightsaber burn effect" when one object overlaps another?

civic plover
#

@gusty cliff Click this button to change the viewport's background color. You can set it to green to approximate your game.

#

I suspect your blend mode is set to additive and the green backdrop reduces the contrast of the effect vs a pure black viewport. Maybe you should add some opaque smoke to darken things around the flames.

late surge
#

Does anyone know why when I pull a ExponentialHeightFog into my scene there are no options for volumetric fog in the details panel ? I cant figure it out but feel like I'm missing something stupid.

spare hare
#

which version of UE are you using?

late surge
#

4.15.3

fossil swan
#

isnt volumetric fog a particle thing?

spare hare
#

no

fossil swan
#

or havent I touched the expheightfog for so long they added volumetric?

spare hare
#

Volumetric Fog is available since 4.16

#

4.15 doesnt have it

fossil swan
#

ahh, k
iow havent touched it hehe

late surge
#

ahh well thats why then xD

spare hare
#

@fossil swan You can apply Volume Materials to Meshes which makes easy volumetric fog

fossil swan
#

ooh

spare hare
#

no need for particles

fossil swan
#

i need to be less inside cascade, more in editor itself hehe

spare hare
#

but you can of course use particles

late surge
#

how much trouble do you think my scene would have if I download 4.21.2 and open it in there ?

spare hare
#

depends on the scene :P

late surge
#

what sort of things would affect it ?

#

its pretty much just assets and textures in a single scene with some basic lighting

spare hare
#

your scene shouldnt be affected then

late surge
#

I'll give it ago, thanks ❤

gusty cliff
#

@civic plover Will do, thanks for the tip!

dim pendant
#

hi guys has anybody experience with the fluid vertex animation in houdini to unreal? Is there a solution to not have the normals break when the object is rotated? I am using the standard setup copy pasted from houdini.

fossil swan
#

that looks sweet btw

dim pendant
#

using the packed normal or un packed does not matter btw

#

thanks 😃

fossil swan
#

@cold sorrel might know, he's the houdini god here

cold sorrel
#

You have to fix that yourself in the shader

#

The copy pasted one is a bit naff

dim pendant
#

mhh how would i go about that? i mean i get world normals from the uvs but when i try to transform those to tangent lets say, it just breaks even more.. 😦 I am not that advanced in normals and shader math stuff sadly....

cold sorrel
#

Sorry. I'm on a bus and exhausted so I can't remember

dim pendant
#

well no trouble i will continue my google search for the evening then 😄 , if i find no solution do you mind me getting back to you with this?