So I'm gonna continue working on this either way because I'll use it, but is there any interest in a VFX editor where you edit a single frame of a video and then it uses a no-AI style transfer (https://github.com/jamriska/ebsynth) to change the nearby frames in the same way, automatically editing frame by frame until you see one you want to edit more by hand? And then when you're done it puts the video back together with the new frames and original audio. #vfx#videoEditing
UFO detected 🛸I created another scanner, where the pulse goes from the center in all directions. The material will receive data from the blueprint to display the position of the targets. Look for previous versions in my feed
Added a target for the scanner. The idea is that the blueprint transmits data to the material for drawing found moving objects. I still need to figure out how to make a delay for target display and target array processing
It's time to open the section - demonstration of materials (shaders) in Unreal Engine 5, because I started doing this more and more often. This will be part of the screen panels in the Rover in my Sci-Fi adventure game
Today in Unreal Engine I experimented with materials. I'm trying to figure out how to make an animated grid for scanning space, something like Terminator. My task - animate one cell that moves on the grid.
I want to create material for a widget. It is easier to do it in the widget itself, use only a simple material that draws the grid, and make the movement of the cell itself through a sequence in the widget
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?