Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!
Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)
My rule when studying is to do something small every day, especially in the direction you understand not very well. For me, shaders are an unknown world, so I try to recreate something every day
An example of using the Exponential Height Fog and how the lighting looks with it... what I love about the Unreal Engine 5, a couple of objects in the scene make magic, I only adjusted the distance and density
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
Need more practice, so today I decided to learn more about Post Processing in Unreal Engine 5, I made the draft of the scanner Material. The final goal is to do as in the game Days Gone or Death Stranding. What other examples do you like?
At around the 48 minute mark it's all about the #VFX of #Tron - the optical compositing, rotoscoping and CGI. Watch the whole thing for interviews with a young Bruce Boxleitner (of #Babylon5 fame).
Today my dealing with the Unreal Engine 5 - a prototype of an ultrasonic energy weapon with control of the power of a directed energy beam. I'm not an effects master, so it doesn't matter at this stage. The stronger the impact of the projectile, the more energy it needs
I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map
TIL: The girl playing young Ellie Arroway in Contact (1997) is Jena Malone. She is also starring in Consecration (2023), and there's an homage to the famous mirror shot from Contact in that movie.
I'm not feeling well today, but I have a rule, every day I learn something new in Unreal Engine, so I played with the materials, this is a forest for me, in which I get lost very quickly, but the topic is interesting. My goal is to make energy weapon like in the series Beacon 23
So they try to use machine learning to directly generate movies? Meanwhile as I understand it there are still really tedious tasks in VFX that really could use better automation. Are there any efforts to use AI for better green screen software? Handling motion blur, translucent materials and reflections? Automatically fixing green spill? Wouldn't that be an obvious thing to develop that would be bought like warm bread rolls? (I'm just a curious outsider to that, wondering.) #AI#ML#VFX