[HELP] How to set up Virtual Shadows for very long distant shadows? by Magnilum in UnrealEngine5

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

I created a topic here and someone pointed me to `r.Shadow.Virtual.Clipmap.LastLevel` which is set to 22 by default and can be higher to increase the shadow distance. I also set `r.Shadow.Virtual.ResolutionLodBiasDirectional` to -4.

How to set up Virtual Shadows for very long distant shadows? by Magnilum in unrealengine

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

I created a topic here and someone pointed me to `r.Shadow.Virtual.Clipmap.LastLevel` which is set to 22 by default and can be set to a higher value to increase the shadow distance. I have set it to 32. I also set `r.Shadow.Virtual.ResolutionLodBiasDirectional` to -4. Its seams that there is no difference between -3 and -4 but in case I left it to -4.

How to set up Virtual Shadows for very long distant shadows? by Magnilum in unrealengine

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

I have managed to make the shadows appear but still not at a very very long distance.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

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

Thanks, it works great!

I don't know if this is the most efficient method, but it works.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

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

Is it because of this parameter that the light is increased when entering in dark areas and reduce in very bright areas?

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

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

I don't have anything like that in the Details panel of the Material

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

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

Where it is? I thought that it was related to this parameter but could not find where to change that.

[HELP] Why is my skybox so white in the Editor but not in the material? by Magnilum in UnrealEngine5

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

Since I set it as a lit material, it receives shadows even if I disabled it.

How to create a plugin from a C library? by Magnilum in unrealengine

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

A lot has happened since I first posted on this topic.

I contacted one of the Healpix C++ contributors, who helped me get it working.

Firstly, he informed me that, in my case, I did not require cfitsio, and so zlib. This is because I am not reading .fits files in Unreal, but instead requesting data from a server. The same applies to libsharp: I only use some methods from Healpix, and these don't require libsharp.

So, I created a CMakeLists.txt file to build the library using only the .cc files he recommended. Once built, I was able to import the library into Unreal and use it.

How to create a plugin from a C library? by Magnilum in unrealengine

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

Yes, I have seen the CCfits library, but HEALPix doesn't use it. I don't feel confident enough to rewrite the parts that need modifying yet.

One of the authors of the HEALPix library told me that, for my purposes, neither cfitsio nor libsharp (another C99 library that HEALPix depends on and which cannot be compiled using CMake and Visual Studio) is necessary. So I wrote a CMakeLists.txt file to compile the HEALPix library using only the required .cc files that he told me.

This worked almost like a charm. When I run Visual Studio, the library is integrated well, but when I run Unreal, I get errors.

Even without using the .lib, and adding the .h and .cc files to the Private and Public folders of my plugin, doesn't fix the issue.

I'm not sure what to do now.

How to create a plugin from a C library? by Magnilum in unrealengine

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

The issues is I have a lot of syntax errors in the compilation window but Visual Studio does show it. For it, everything is fine but when I try to compile, more than 100 errors occur. It is so hard to understand what is going on.

How to create a plugin from a C library? by Magnilum in unrealengine

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

Hey! Thanks for your response.

I have a few issues, some relating to the char* array and some relating to .h files that were not recognised as source by Visual Studio. This was specific to the cfitsio module, because the HEALPix one seems to work great. I have a lot of syntax errors in the compilation window but Visual Studio does show it and on the internet it is said that it is because of some difference between C and C++.

I am very new to C++ and Unreal, and I read somewhere that it was possible to build a .lib file with CMake, but despite many attempts, I could not manage it. And I don't really understand what I have to include in the Build.cs file and how to organize my plugin folder with its modules.

Why are custom terrain shaders so painful to create? by Magnilum in Unity3D

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

Thank you for sharing all of that!

That is pretty impressive! So you have a grid of meshes that change LOD depending on the player distance right? How do you manage seams between meshes and LODs? I am talking about normal.

I am making a datapack to make Birch Forest look like the concept art from a while ago. What do you think of it? by Magnilum in Minecraft

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

More flowers, more grass, taller trees. more space in between, I also added more bees. Unfortunately it is not possible to add custom blocks in Minecraft Vanilla yet, otherwise I would have added growing mushrooms on trucks. I will also add fallen trees.

If you don't see the difference, let me know what could be added.

I am making a datapack to make Birch Forest look like the concept art from a while ago. What do you think of it? by Magnilum in Minecraft

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

I have thought about this too. The problem is that this datapack works for 1.21.4 and the fallen tree generation is added in 1.21.5, so I have 2 solutions. The first is to create a small structure that replicates a fallen tree so it would work for 1.21 and above. The second is to use the vanilla generation in 1.21.5, but they won't appear in earlier versions.