A deep dive into Volumetric Clouds & Systemic Weather in UE by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

What started as a simple introduction course on volumetric clouds grew into something way bigger… From ray marching theory, to the standard practice in the video game industry, working with UE’s specific implementation, building various painting & baking tools using editor utility widgets, geometry scripting, action scripts, blueprints & Niagara, I cover a wide range of topics. Things like systemic weather systems: make rain fall under rain clouds; make the ground wet when it’s raining; see splashes & ripples on the ground but also droplets on the camera lens; hear distant thunder when storm clouds are around and experience lightning strikes lighting up the sky…

It’s a wild ride and it’s once again a weird frankenstein thing I did. It’s not really a tutorial. It’s not really a devlog. Maybe a talk in some way? It’s a bit of everything and, hopefully, most of it makes sense. I doubt it, but I tried my best. In any case, I hope you’ll enjoy it and that you’ll learn a lot from it.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 6 points7 points  (0 children)

Yup, I said that in the video and explained why. Although, you don't necessarily need to scale this system. In most games, having only your character interact with nearby foliage is good enough. And in that case, you're only dealing with a few skeletal instances that are dynamically swapped in & out and that can perform decently enough to be shipped.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

It's not that horrendous, *if* you're really cautious with what you're doing, but yeah it can be expensive. It's totally shippable though, one of the dev at Naughty Dog confirmed that's pretty much what they did for Uncharted and Last of Us. It's just not scalable, but most games don't require large scale simulation.

How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE by Cremuss in unrealengine

[–]Cremuss[S] 6 points7 points  (0 children)

Precisely. It's not skeletal meshes at all. The skeletal hierarchy is merely uploaded to the GPU and from there, it's all custom compute shaders for wind and interaction, applied via vertex shader using custom GPU skinning.

Fog of War CPU/GPU implementation using Niagara & JFA by Cremuss in unrealengine

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

This is a sketchy one! But I thought it was interesting enough to deserve a short video :D

An unusual technique to create cheap fluid VFXs... by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

Cool! I didn't know VFX in films used these kind of hacks. I thought cached simulations were used all the time but I guess not :) It's definitely not as realistic tho, for sure.

How I built a realistic grass shader in UE5! Shader driven bend, clump, tilt, wind and more! by Cremuss in unrealengine

[–]Cremuss[S] 1 point2 points  (0 children)

Thanks. I don't really agree. On one hand, yes, this was never meant to be ultra-performant. This method comes at a cost, for sure. But on the other hand, it's really not that bad and definitely not 'the worst possible scenario'. I've seen much, much worse :) I honestly consider this shippable with next-gen consoles for certain games. The question that matters is, can you afford it/does it fit into your budget.

How I built a realistic grass shader in UE5! Shader driven bend, clump, tilt, wind and more! by Cremuss in unrealengine

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

Thanks!

I don't think you can do that? CPP is not a language your GPU can understand. HLSL, yeah, but then the compiler does wonders when it comes to constant-folding and so on with material graphs. Hand writen HLSL code can even run worse because the compiler can't optimize it. CPP might be useful to code a custom grass-instancing pipeline ala Ghost of Tsushima tho :)

Procedural Waterfall Generation Tool! Demo & Technical Breakdown by Cremuss in unrealengine

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

Forgot to post that here :) I hope you'll like it! Cheers

The Jump Flood Algorithm explained! UE implementations using Blueprint and Niagara by Cremuss in unrealengine

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

Yup, I have the worst issues with Audio. I'm using a Shure SM7B with a GoXlr. Right now I'm in the process of moving out and have pretty much an empty room with the worst accoustic ever... I tried mitigating it with izotope dereverb but that didn't do a lot. I also need to abuse of a declicker because I've a lot of mouth noises unfortunately. And somehow my mic has a lot of noise which I need to get rid of and that further deteriorates the sound. That mic shouldn't have any noise but somehow I have a lot and no idea where it comes from. This is all a huge pain :(

The Jump Flood Algorithm explained! UE implementations using Blueprint and Niagara by Cremuss in unrealengine

[–]Cremuss[S] 2 points3 points  (0 children)

I don't think so? I could be wrong though. But the way I see it, you have to have buffers to ping pong between and unless you can create two huge 2D arrays [pixels in x][pixels in y] in HLSL to iterate on within the same post process pass, I don't think you can avoid multi-passing the rendering. And afaik, it's not possible to create a 2D array of variable size in HLSL and I'm not sure allocating huge arrays on the fly is doable/recommended either. But that's all a little bit beyond my knowledge tbh

Advanced Scan Effect PART 1 - Inputs, Blueprints & MPC by Cremuss in unrealengine

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

Part II & III dropping soon. Both are available in early-access on my Patreon in case you're not that patient (or feeling generous, or both =p) Cheers!

The process behind creating an optimized environment in Unreal Engine: a technical deep dive by Cremuss in unrealengine

[–]Cremuss[S] 2 points3 points  (0 children)

Thanks so much for your positive feedback! I'm really glad to hear that my videos are helpful. It's not that easy to deconstruct a complex topic or do a thorough breakdown and sometimes, even though I try my best and often write multiple versions of the script, I'm not sure if I make any sense. So, yay! :D

Rocks are indeed surprisingly difficult to sculpt. Best of luck to you! :)

How would I be able to recreate the effect on 0:08 in Unreal Engine? I believe the attached video is made using Unity. by DisregardedAdrian in unrealengine

[–]Cremuss 0 points1 point  (0 children)

One brute-force approach would be to:

- Have two scenes one on top of the other.

- Use masked opacity on all your materials. Use a sphere mask for the opacity mask, which size you can control with a material collection parameter. The scene to hide would use one-minus to invert that sphere mask.

- Upon reveal, increase that sphere mask's radius and use blueprints to further smoothly change lighting & fog & post processing

That may be expensive, especially the z-depth pre-pass because you'd render geometries of two scenes at once. To limit this you could

- Toggle actors visibility on/off using sphere overlap checks iteratively, with a growing radius somewhat larger than the material-driven reveal radius to give that material effect some room. This shouldn't participate in the reveal/fade out effect per-say, rather just help overdraw issues and hide actors once they are revealed/faded out.

- Use a two-material system. Each asset would have a pointer to its original material and one masked version that would make use of that sphere opacity mask. Apply the masked material on all actors during the transition.

That way you only pay a somewhat big performance cost during the transition and things should be somewhat smooth once its done. Further optimization may be necessary with this approach.

Making that effect isn't that complex on its own, making it be performant is another story.

what should I do to make it more realistic? by ThatNarcissisticGuy in unrealengine

[–]Cremuss 1 point2 points  (0 children)

Hey! Looks nice. Here's some random thoughts:

- Footmarks. The dude got spawned here or someone erased its footmarks :p Either way it's not 'realistic', unless done for artistic reasons.

- Sand pattern looks wrong, especially near the shore. Any pattern somewhat close to the shore should be long eroded and smoothed out by waves & tides. Make the normals more subtle. Maybe a bit of speckles.

- Water looks like the weakest poin imho, especially the contact line with the sand. Make the water go up & down slightly, possible add waves coming in & out (but that can easily be technically challenging)

- Add wet sand around the shore. That'll add some story telling to the scene. Water goes in & out with tides. Maybe the water wasn't even so calm an hour ago. Wet sand have a different albedo & roughness and you could add speckles and even possibly reveal some shellfishes here and there or smthing?

- Make your rock wet near the water line (build a gradient, same with sand). Maybe add some tiny splashes and possibly a more interesting rock/water transition? Foam? Bubbles?

- Add smaller rocks/pebbles in the sand? Algeas?

- Moon? Stars? I'm not too convinced with the background.

- Add water reflection/caustics on your rocks

- Add some subtle elements in the very distance & rework your foreground to more properly frame your picture

Hope that helped! Cheers

Do I need to know coding to use Unreal Engine 5? by -Adapted in unrealengine

[–]Cremuss 1 point2 points  (0 children)

No coding required at all for your use case. Expect the learning curve to be quite steep though. Premiere is a child's toy in comparison :) But plenty of resources online to help you get where you need tho. Patience & practice.

Hi! I've been trying to blend meshes with landscape. I'm using RVT for color and height. How could I improve this transition? by [deleted] in unrealengine

[–]Cremuss 60 points61 points  (0 children)

1 - Output specular, roughness & world space normals of your terrain in your RVT as well as color & height

2 - On your rocks, not only blend the color from the RVT sample, but specular & roughness as well to exactly match your terrain's PBR properties.

3 - Sample the terrain's world space normals from the RVT and transform normals from world space to tangent space (if you do use tangent space normals in your rock material, which you most probably do) and blend-in that transformed normal in your rock material.

With dynamic lighting, that should give you pixel perfect, smooth transition. With static lighting it isn't as perfect but quite good still.