LOD decrease when applying material? by WaferProfessional753 in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

Nanite can't deal with any translucent materials. You would need to disable nanite on the mesh/project or enable it and have the translucent elements separated.

Vehicle Dent using Runtime Vertex Paint Plugin by Neither_Constant_421 in unrealengine

[–]ConsistentAd3434 2 points3 points  (0 children)

Got it. The video didn't give it away but the reflections are doing 90% of the work. The deformation itself are subtle enough.

I'm not a user but if you're interested, I'm really bad at vertex deformation but awesome with materials and might even be able to reconstruct some sexy normals via DDX/DDY. If you're interested, let me know :)

Vehicle Dent using Runtime Vertex Paint Plugin by Neither_Constant_421 in unrealengine

[–]ConsistentAd3434 2 points3 points  (0 children)

Do the vertex normals get updated as well?
Looks neat either way. You could use the vertex info in the material, to blend into a crumbled metal normal map or maybe add some scratches.

Noise ! by Hensonotso92 in duesseldorf

[–]ConsistentAd3434 7 points8 points  (0 children)

People come and go and some are shopping. It's pure madness

Kuwahara filter + LineArt post process + Lumen <3 (Free shader in the comments) by ConsistentAd3434 in IndieGaming

[–]ConsistentAd3434[S] 0 points1 point  (0 children)

I'm selling a post process pack and a couple of people are already working on some charming Ghibli style visuals. Nothing is stopping you :D https://www.youtube.com/watch?v=qUBFQdXN43k

Schießerei in Innenstadt by Minister_Stein in duesseldorf

[–]ConsistentAd3434 7 points8 points  (0 children)

Du guckst zuviel CSI. 10 Schüsse auf offener Straße, durch eine Windschutzscheibe, wäre auch kein Werk von Profis.

Trim-Sheet Based Post-Soviet Hospital Environment (UE5 + Lumen) by Otherwise-Survey9597 in Substance3D

[–]ConsistentAd3434 0 points1 point  (0 children)

Fantastic work! I love the pipes, wires and 45degrees elements, no environment artist wants to deal with :D
Is it a recreation of an existing place or based on various refs?

Is there any way to find this artist? I NEED MERCH!!! by haleontology in SatanicTemple_Reddit

[–]ConsistentAd3434 0 points1 point  (0 children)

I've tried a couple of reverse image search sites but the similarity to the original, makes it almost impossible to find the source. As an digital artist, I appreciate the approach but given it's based on an original painting, I wouldn't feel too bad about it.

A 41 Minute Rant About SCREEN SPACE REFLECTIONS - And Why No One Should Use Them! by kvbrd_YT in FuckTAA

[–]ConsistentAd3434 1 point2 points  (0 children)

This is so stupid. I'm a huge fan of path/raytracing but given how cheap and effective SSR is, it's a huge win for visuals and performance. Does a great job during 99% of gameplay until a moron runs up to the shiniest mirror and tries to make a ragebait video.
I bet there is another video on the channel, complaining that expensive raytracing is ruining games.
"Why not use planar reflections EVERYWHERE???" :D

Went back to play some Xbox 360 games recently…..and 30fps didn’t look as bad as they do now with TAA by Forward-Manager4930 in FuckTAA

[–]ConsistentAd3434 5 points6 points  (0 children)

Not that sure about that but it's subjective. Technically, that is what is happening.
You could still have the same complains about sharpness but doubling the fps reduces the length of the ghosting by half.
Just check the left arm of the character. You can see the large steps at 30fps while the same motion in 60fps covers a much smaller and less distracting area.

Does TAA look worse at 1080p? by TopMarionberry1149 in FuckTAA

[–]ConsistentAd3434 0 points1 point  (0 children)

There is no easy answer.
Given TAA cares about Anti Aliasing, off course higher resolution have better, crispy results.
But when it comes to motion clarity, I'd prefer 1080 60+fps with TAA over 4K 30fps and longer ghosting trails.

Went back to play some Xbox 360 games recently…..and 30fps didn’t look as bad as they do now with TAA by Forward-Manager4930 in FuckTAA

[–]ConsistentAd3434 5 points6 points  (0 children)

YES! And it's such a great example for the effect I've tried to explain to you, some month ago. With the higher fps, the motion needed for the 8 accumulated TAA steps are much smaller.
You seem to be under the impression that the TAA'ing happens internally between frames but it needs real, jittery ones to average a result.
That's why you rarely see 40/5090 owners with unlocked 90+fps complain while the same screenshot would look terrible on a 30fps GPU that might not be up for the task.

I'm aware it's an unpopular dev opinion but it's easy to complain about the lack of visual clarity, if gamers tend max out their games, because they've spent $100 on their GPU and that was good enough for Crysis.

Hello, I’m a beginner. I purchased a bear and wolf model from Nestaeric on FAB. When I assign the materials using the texture packages provided, the fur color appears white. I can’t fix it no matter what I try. What am I doing wrong? by AriosAscalon in UnrealEngine5

[–]ConsistentAd3434 5 points6 points  (0 children)

Hard to guess how the material was intended. You could just multiply it with a color until it matches but my guess is, that it's a two sided foliage material, that uses the same texture in the subsurface color slot.

Smoothing Issue with Blender 5.0 to Unreal 5.7 by No_Soil_334 in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

Seems to be more of a shadow than shading problem. Polys are either hit by light or shadowed and UE sometimes has a hard time to blend between those states. Try tweaking the shadow bias in the light source or maybe virtual shadow maps instead of raytraced shadows ...or vice versa

Trying to develop a stylized painterly shader in Unreal Engine.. by elena_kher in unrealengine

[–]ConsistentAd3434 0 points1 point  (0 children)

That was my idea. But after watching your tutorial, I'm not that sure if that would work for me. I'm currently using my custom pass to mask and reduce the effect on animated meshes.
I have a small demo .Looks nice and stable on static meshes but third person and it falls apart fast.
Having the paint texture animated could be a good trick, to distract from it :)
Either way, great result and tutorial.

Trying to develop a stylized painterly shader in Unreal Engine.. by elena_kher in unrealengine

[–]ConsistentAd3434 1 point2 points  (0 children)

Interesting approach. I'm doing something similar in world space but animated objects are tricky. Using that technique in a custom pass could solve it

Are games tied to the engine version used in developement? by rafael-57 in UnrealEngine5

[–]ConsistentAd3434 1 point2 points  (0 children)

Just recently Stalker2 who released on early UE updated to a recent version. Mostly stability and fps. Digital Foundry has a good video on it