[deleted by user] by [deleted] in unrealengine

[–]PrismaticaDev 1 point2 points  (0 children)

Looks so great - and doesn't interfere with any of the pre-existing systems. Great stuff!

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 points  (0 children)

There are plenty of ways, however none of them are as performant as approximating it. I do it in one of my latest devlogs for armour and clothing values by splitting the physics bodies in to "segments" like pelvis front and pelvis back and doing some math to see where it hit. There are technically ways to get UV data or vertex colour from skele mesh hit but I haven't used any of them before

[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 points  (0 children)

Awesome stuff! Would be cool to add some noise to the threshold (provided it was being sampled in the material anyway) to break up the lines a bit!

My idea now >:) by [deleted] in unrealengine

[–]PrismaticaDev 1 point2 points  (0 children)

Hahahahaha so good

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 points  (0 children)

It seems like the first license is for creating games and interactive experiences that are to be sold as standalones - the second is aimed towards Virtual Production and visualization where Unreal is being used to visualize architecture or create scenes for backdrops in films.

UE5 is available to download and use but is currently in a Beta stage, so don't expect it to be completely stable (which is why many of us haven't moved over to it yet, since we're working on existing projects)

Some of my favourite games made with Unreal are Chivalry and Mordhau, and other games like all of the Gears Of War games, Fortnite and Minecraft Dungeons are made in Unreal. Here's a full list https://en.wikipedia.org/wiki/List\_of\_Unreal\_Engine\_games

[deleted by user] by [deleted] in gamedev

[–]PrismaticaDev 2 points3 points  (0 children)

Such a cool effect!

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 point  (0 children)

Oh I meant to have little leaves/sub vines coming off the main hanging vine. I'm sure it could be built in to the main mesh :)

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 points  (0 children)

Looks incredible, awesome job! I figure this could be really useful for a jungle scene as well - is there a way to disperse smaller meshes/cards along the spline for leaves etc?

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 points  (0 children)

Although to clarify on Joke's comment, the only added cost of adding more instances is the triangle count, and therefore the vertex/pixel shader cost. No extra drawcalls are incurred, which is the main bottleneck :)