UE4 has had material based procedural noise for some time now, but most users have had to limit their usage of it due to its high performance cost. We have addressed these needs in Unreal Engine 4.13, and here's how you can get the most out of it.
In the second installment of Imperfection for Perfection, Min Oh covers how to use the latest software to stitch together your meshes and textures from your photos. Come and read about how the Kite demo's 3D assets were created using hundreds of high-res images.
In this post, we take a look at how to do photo scan reconstruction, pick equipment, setup your shot and take pictures. Using photo scan techniques is an easy way to recreate real-world objects on your computer. It can be a tricky process at first, but once you get the hang of it, this method will save you a ton of time and give you some of the best results.
Often when working on with Animation Blueprints you will want to create custom nodes. This is fairly easy to do, but it requires an understanding of how the base system is designed. Here, I explain basic system and how to get started.
Here, we take a closer look at the Skeleton Asset inside of Unreal Engine 4 and how it can be used to share animations between characters in your project. There tends to be a misconception that every character that you import needs to use its own Skeleton Asset, which is actually not the case. As long as your characters are similar enough, they can share Skeleton Assets (which is really a list of sorts that keeps track of the bone and hierarchy information for the Skeletal Mesh you are importing).
Unreal Engine 4 provides a generic analytics interface that analytics service providers use to wrap their native libraries on the respective mobile platform. The generic layer allows the game developer to write their code or Blueprints once, while allowing them to select from one or more analytics providers. Find out about plugins already in the UE4 source, plugins available from third parties, and information about how to write your own here.
There’s a class of gameplay bugs that are hard to track down just via user reports. These types of bugs typically involve complicated steps where the AI has made a decision based upon the state of the game at the time. UE4 has a tool to help in this regard; we call it Visual Logger, and here's how to use it.
In Part 08 of our building blocks tutorial for Cascade, I will dig into the Depth Buffer Collision Module. The setup can be pretty straight forward. With some tweaking and additional GPU particle features, you can really step up the quality of your FX by adding some high frequency detail which will collide with opaque world geometry at a very low cost.
Continuing Lesson 07 with GPU Particles, we will take some of the information from last lesson and apply it by creating a GPU system from scratch and work through some of the settings I commonly use in my workflow with GPU particles. There are some “gotchas” I hope to help you avoid, and I will show you how to use Particle Color in place of a Dynamic Parameter to modify material parameters at run-time on GPU particles.
My name is Lasse Rode and I am part of studio xoio. We are a small agency specializing in visualization and illustration works for architecture and product marketing. Usually we work in a kind of “traditional” 3d environment utilizing applications like 3ds Max and the like. We are constantly checking out new rendering engines and right now making big use of Corona Renderer, V-Ray and Octane. Each engine has its strengths and we always try to use it like that: each for the best purpose.