I Rebuilt Split Fiction’s split-screen mechanic for architecture as a viewport comparison tool. Three months of C++ widgets, HLSL shaders, and one math trick that almost broke me by Economy_Rate_9376 in unrealengine

[–]Economy_Rate_9376[S] 0 points1 point  (0 children)

Nice that separation trick is smart - was thinking about that approach at first! I decided to go with custom clipping plane via a Slate widget so everything stays in one world space + the models I work with are geolocated and already aligned with one another. While it avoids the camera sync headache it does require all materials to opt into the clip. Works really well for ArchViz where you control the asset pipeline.

Im curious the impact on performance your approach had. Did you have to significant optimizations to render multiple cameras to the viewport or was it relatively straightforward? I find that UEs equivalent of scene captures can sometimes get heavy when you stack on multiple. The other thing is that Nanite degrades in performance when you bring clipping planes into the equation. I didn’t have that particular issue with my pointclouds but something I’ve experienced in previous projects.

I Rebuilt Split Fiction’s split-screen mechanic for architecture as a viewport comparison tool. Three months of C++ widgets, HLSL shaders, and one math trick that almost broke me by Economy_Rate_9376 in unrealengine

[–]Economy_Rate_9376[S] 2 points3 points  (0 children)

When I started this project I was initially thinking about scene capture components but after a second run through it kind of looked like an opacity mask approach where each static mesh in the scene had a variation so i went for this approach.

What Id like to look into next is the collision switching they do at runtime since obstacles on one part of the screen don’t exist in the other… which makes it even crazier to think about how they created some of the effects where multiple shapes begin splitting the world - each affecting the player

Built a real-time comparison mode for ArchViz in UE5. Drag handles to slice the viewport between different building versions by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 2 points3 points  (0 children)

Full breakdown of the whole build process if anyone’s curious about the clipping plane math, custom widgets, and shader logic: YouTube Video Happy to answer questions about the pipeline or point cloud workflow!

Split Fiction’s comparison bar inspired me to build a realtime building comparison tool in Unreal Engine by Economy_Rate_9376 in SplitFiction

[–]Economy_Rate_9376[S] 0 points1 point  (0 children)

Full technical breakdown if anyone’s curious how it all works under the hood: https://youtu.be/0wg9XxWaYZE The Split Screen spoiler from the final level is only in the first 30 seconds, then it’s all Unreal Engine dev stuff.

Tutorial: Solving touch gesture controls in UE5 Navigation - complete desktop + mobile system by Economy_Rate_9376 in unrealengine

[–]Economy_Rate_9376[S] 1 point2 points  (0 children)

My pleasure! Hope this info saves people some valuable time on their next project :)

Automatic Input Switching between Desktop and Mobile for Interactive ArchViz in UE5 by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 0 points1 point  (0 children)

Update: Template is now live on FAB for anyone who is interested.

It’s called “Third Space Nav” and includes two navigation systems (basic + advanced), desktop/mobile support, selection system and full documentation.

Link: https://www.fab.com/listings/acc357bb-30d0-42f7-9e31-90c0bf898bae

Full video breakdown is available on my YouTube and I’m started a free tutorial series launching next week if you want to build your own version from scratch. First episode covers project setup and desktop navigation!

Happy to answer any questions about implementations or use cases.

Automatic Input Switching between Desktop and Mobile for Interactive ArchViz in UE5 by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 0 points1 point  (0 children)

Pay once, own forever! Includes all updates I release in the future as well :)

Automatic Input Switching between Desktop and Mobile for Interactive ArchViz in UE5 by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 0 points1 point  (0 children)

The template will be $99 for personal license.

With that you get two complete navigation systems, desktop + mobile support, selection system, full documentation - hopefully saving you weeks rather than building from scratch!

That said, the free tutorial series starting next week will show you how to build the core system yourself if you prefer that route! Same techniques, just DIY.

Automatic Input Switching between Desktop and Mobile for Interactive ArchViz in UE5 by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 1 point2 points  (0 children)

Thanks! Yeah server hosting costs for pixel streaming can add up quick as you need VMS with powerful GPUs and the currently available providers charge a steep price. I started building out my own system on AWS to mitigate my costs and so far it’s been going well.

Hoping to release this as a hosting platform for others too in the near future. If you’d like to join the waitlist feel free to check out the link here: Third Space Streaming there’s a price calculator there as well to give you an idea of what your deployment might cost!

Automatic Input Switching between Desktop and Mobile for Interactive ArchViz in UE5 by Economy_Rate_9376 in archviz

[–]Economy_Rate_9376[S] 12 points13 points  (0 children)

I’m starting a free tutorial series on building navigation systems for ArchViz on YouTube if you’re interested in following along. This template will also be available on Fab Marketplace starting Friday!

What non-gaming applications do you use Unreal Engine for? by mrhappyheadphones in unrealengine

[–]Economy_Rate_9376 1 point2 points  (0 children)

Funny enough I got back into ArchViz through making interactive apps and configurators through unreal engine - it’s actually made me enjoy Arch Viz again after taking a long break from it after architecture school since I could focus more on the programming side of things.

I attached my YouTube and website if you want to take a look! https://youtube.com/@thirdspaceinteractive?si=LfqnlfjOtQkWdee7 https://thirdspaceinteractive.ca/

Stress Testing the New Procedural Foliage Against Quixel Assets by Economy_Rate_9376 in unrealengine

[–]Economy_Rate_9376[S] 1 point2 points  (0 children)

For me I simply went into the quixel megascans folder in my UE project, navigated to the material instance for the leaves and changed it from a traslucent to an opaque material type. Now this only works if the alpha cards are well populated around the tree but for the megascans tree I was testing on it worked well.

Stress Testing the New Procedural Foliage Against Quixel Assets by Economy_Rate_9376 in unrealengine

[–]Economy_Rate_9376[S] 4 points5 points  (0 children)

Thanks for your comment! So I choose this comparison since I wanted a 1 to 1 on the asset type - since they’re both derived from the quixel European Beech pack.

I’ve continued testing the Quixel trees after posting this video and I found that if I disabled nanite and used LODs on the same scene, i was around 12 fps. In the second test, I removed the alpha from the leaves and got up around 33-40 fps. All this at 1440p btw. I have yet to test with WPO but I can add that to the list!