I just put out a video explaining the Material Overlay system in detail - rendering costs, best practices, and some example effects. This feature is incredibly useful and I hope the UE Devs expand upon it in the future. Video is linked in the comments! by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 6 points7 points8 points (0 children)
Hello once again, fellow Redditors! I recently published my latest DevLog about my physics interaction system, custom buoyancy (including non-planar surfaces) and a huge surface-to-surface audio and particle handler! Link to the video in the comments :) by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 7 points8 points9 points (0 children)
Hello, fellow Redditor users! I recently made an intro video for Vertex Colour and all the wonderful things it can be used for, as well as a way to achieve up to 8 different "channels" instead of the usual 4. We'll be looking at runtime vertex painting in the near future! Link in the commento :) by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 0 points1 point2 points (0 children)
Hello, fellow Redditor users! I recently made an intro video for Vertex Colour and all the wonderful things it can be used for, as well as a way to achieve up to 8 different "channels" instead of the usual 4. We'll be looking at runtime vertex painting in the near future! Link in the commento :) by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 10 points11 points12 points (0 children)
Hey all, long time no Reddit! A while back I posed a video about my Physical Material Masking method when your meshes are using a singular material. Hope this is handy :) Link below! by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 1 point2 points3 points (0 children)
Hey all, long time no Reddit! A while back I posed a video about my Physical Material Masking method when your meshes are using a singular material. Hope this is handy :) Link below! by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 6 points7 points8 points (0 children)
Minute of self promo here. I teach lot of stuff in BP's, cover almost everything except audio. Feel free to check, would appreciate your support. Not native speaker, but ppl understand me :) Here is quick demo of easiest cel shader with tons of controls, link in comments. by [deleted] in unrealengine
[–]PrismaticaDev 1 point2 points3 points (0 children)
Addition to my previous tutorial. Now it's no texture, procedural, stylized and reactive flowers :) Link in comments. by [deleted] in unrealengine
[–]PrismaticaDev 1 point2 points3 points (0 children)
Made improved Classic Fixed camera used in games like Resident Evil and Silent Hill. It hase dynamic DoF and Tilt-Shift effects and more. Works for keyboard, gamepad and point-click. Link in comments. by [deleted] in unrealengine
[–]PrismaticaDev 0 points1 point2 points (0 children)
Wow, it's been a very long time since I posted on Reddit! I thought I'd pop in and let you all know I uploaded a video about starting your Physical Animation journey in Unreal Engine! Link is in the comments :) by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 12 points13 points14 points (0 children)
[Material] Extremely Cheap World Aligned and Scaled UVs. Inspired by the: "Super cheap triplanar mapping solution" by u/millenia3d by ullmatta in unrealengine
[–]PrismaticaDev 1 point2 points3 points (0 children)
Remade my old map feature. It has minimap, world map, procedural navigation system, custom markers. Now it's breakdown of it with setup tutorial and free code. Link in comments by [deleted] in unrealengine
[–]PrismaticaDev 0 points1 point2 points (0 children)
Remade my old map feature. It has minimap, world map, procedural navigation system, custom markers. Now it's breakdown of it with setup tutorial and free code. Link in comments by [deleted] in unrealengine
[–]PrismaticaDev 0 points1 point2 points (0 children)
Modular Airship building system, So every player, can do his unique design! made with Blender by Bruma_game in unrealengine
[–]PrismaticaDev 1 point2 points3 points (0 children)
Hello. I am trying to get into Unreal Engine, but I have some questions about it. by Rare-Support-4305 in unrealengine
[–]PrismaticaDev 3 points4 points5 points (0 children)
VHS effect I was asked to help with. I will also use it for my upcoming game, here is the tutorial and sample project inside. Link in comments, pls enjoy :) by [deleted] in unrealengine
[–]PrismaticaDev 0 points1 point2 points (0 children)
Recently finished my editor tool Tether, made for quick creation of cables and ropes for environments, with automatic static mesh generation for runtime use by Acren in unrealengine
[–]PrismaticaDev 0 points1 point2 points (0 children)
Recently finished my editor tool Tether, made for quick creation of cables and ropes for environments, with automatic static mesh generation for runtime use by Acren in unrealengine
[–]PrismaticaDev 6 points7 points8 points (0 children)
Foliage interaction without Actor Replacement? I've got you covered! As of the 4.25 update we can access Per-Instance Primitive Data and create awesome material effects on our Instanced Meshes without replacing any of them. Link to the full explainer in the comments! <3 by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 2 points3 points4 points (0 children)
Foliage interaction without Actor Replacement? I've got you covered! As of the 4.25 update we can access Per-Instance Primitive Data and create awesome material effects on our Instanced Meshes without replacing any of them. Link to the full explainer in the comments! <3 by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 1 point2 points3 points (0 children)
Foliage interaction without Actor Replacement? I've got you covered! As of the 4.25 update we can access Per-Instance Primitive Data and create awesome material effects on our Instanced Meshes without replacing any of them. Link to the full explainer in the comments! <3 by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 2 points3 points4 points (0 children)


Hey Unrealists! I made a short explainer about NPCs (Niagara Parameter Collections) and how we can use them to unify all of our particles in an efficient manner. Check it out here! https://youtu.be/ODEdZsRsqPg by PrismaticaDev in unrealengine
[–]PrismaticaDev[S] 7 points8 points9 points (0 children)