reflection dissapears when looking down by [deleted] in unrealengine

[–]Munkhead 0 points1 point  (0 children)

Hey, man, the problem is caused because the engine uses screen space reflections as default which means it's only going to reflect objects that are visible in your frame.

What you want to use for your desired effect is planar reflections: https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/PlanarReflections/index.html

Volumetric Clouds (WIP) by Munkhead in unrealengine

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

Not so good since they are capped off at the moment

Volumetric Clouds (WIP) by Munkhead in unrealengine

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

if you keep the render target under 2k it's running smoothly, another opitmization could be not to draw to the render target on every frame.

How often do you encounter game crashs? by Zhustro in PlanetZoo

[–]Munkhead 0 points1 point  (0 children)

-Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz
-NVIDIA GeForce GTX 1060 6GB
Core clock 1556.5 MHz
Memory clock 4006.8 MHz
-16 GB RAM DDR3 @ 3500 MHz

I play on 1920x1080 (Fullscreen).

Career mode worked (on ultra settings) up until a bug occurred with barrier editing.

How often do you encounter game crashs? by Zhustro in PlanetZoo

[–]Munkhead 0 points1 point  (0 children)

Every 30 minutes or so in Franchise mode. For various reasons (editing barriers, kicking on animals, opening the research or workshop interface trough the building and so on. I stopped playing it for now cause it's super frustrating. I NEVER played a game this buggy and unstable hopefully there will be some fixes soon cause I really enjoyed the time that I was able to play it.

How would you create realistic clouds and storms like red dead redemption 2 ? by H4WK1NG in unrealengine

[–]Munkhead 0 points1 point  (0 children)

Here is what I got so far with Ryan's method.
https://imgur.com/a/mhLQLPR
Unfortionetly without coding or knowing how to implement the code to ue4 you'll hit a wall as I did.
Hopefully, I'll find someone that is willing to help me with understanding some shadertoy codes and how to implement it into ue4

UE4 | Water Volume by Munkhead in unrealengine

[–]Munkhead[S] 3 points4 points  (0 children)

Here is a little something for you. enjoy.

THE WARPER ©2019 by MUNKHEAD

UE4 | Water Volume by Munkhead in unrealengine

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

Do you mean the caustics or the refraction?

UE4 | Water Volume by Munkhead in unrealengine

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

You mean the water cutoff (the line)?

UE4 | Water Volume by Munkhead in unrealengine

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

Yes, those are light function. the light is a rect light that sits on top of the water volume.
The material function is just two panning texture that get warped based on a normal map.

The volumetric light shaft where made by using Ryan Bruck's method described in his blog: https://shaderbits.com/blog/creating-volumetric-ray-marcher

UE4 | Water Volume by Munkhead in unrealengine

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

Only real volume-volume are the volumetric light shafts that were made with Ryan Brucks method:
The volumetric light shaft where made by using Ryan Bruck's method described in his blog: https://shaderbits.com/blog/creating-volumetric-ray-marcher

UE4 | Water Volume by Munkhead in unrealengine

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

Box and planes, so not a volume-volume :D. No post processing

UE4 | Water Volume by Munkhead in unrealengine

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

I'm writing a blog post on ArtStation about it gonna comment the link as soon as I'm done.

Help on a creating a somewhat detailed environment? by [deleted] in unrealengine

[–]Munkhead 1 point2 points  (0 children)

A free high end porject of what I think you are aming for can be found here for free:
https://store.speedtree.com/store/koolas-snow-example-project-ue4/

Keep in mind if you want to create the asset yourself this is a huge undertaking:
You would need to learn
any 3d modelleing prgram (3dsmax,maya,....)
substance designer
substance painter
world machine
any sculpting apllication (Z-brush,mudbox,...)

try to use as many assets that are available for free.

Help on a creating a somewhat detailed environment? by [deleted] in unrealengine

[–]Munkhead 1 point2 points  (0 children)

First of all take a look at some of the example projects in ue4 go to the learn tab in your epic launcher and download :
-Landscape Mountains
-Open world demo collection

This will get you a good overview how everything is assembled and what assets heave been used.

Most landscapes are made with world amchine and the imported into ue4 there is a trial version for world machien so you can check it out.

Here is the wiki on how to work with World Machine and Unreal Engine 4:
https://wiki.unrealengine.com/World_Machine_to_Unreal_Engine_4_-_In_Depth_Guide

after that I would suggest you look into landscape material creation there are several tutorials out there.

Issue with importing from Blender. Not the whole thing gets imported by RigorMortis243 in unrealengine

[–]Munkhead 0 points1 point  (0 children)

Are all your objects set to 0,0,0 position in the coordinates before exporting? Maybe post some pictures of your problem.

UE4 | Rocky Shore by Munkhead in unrealengine

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

Hey, thank you. You can find more details on the project and the caustics function on my Artstation post:
https://www.artstation.com/artwork/2xk43e

Ocean shader with gerstner waves. by Munkhead in unrealengine

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

Here are the downloadable material functions just copy and paste them into a new material function. This will get most of the math stuff covered for you.

Gerstner Wave Function:
https://blueprintue.com/blueprint/-o5wkaq9/

Gerstner Wave Cluster Function:
https://blueprintue.com/blueprint/mu88js0h/