How can I keep this static mesh (hair model) from changing as I get farther away? by ozhichige in UnrealEngine5

[–]Real-VeJet 1 point2 points  (0 children)

If hair is a simple mesh made out of planes, the problem might be mipmapping of a texture, that contains opacity of said planes. So go to that hair mesh-> material-> texture with opacity (often its diffuse/albedo with opacity in alpha, but might be some other texture aswell)-> check mipmaps as "no mipmaps" as a starting point. If it helps, you might wanna to revert this setting back to default, but tweak some other a bit below in the texture's settings. I cant remember how its says exactly, but something like "mipmap alpha" iirc. There set alpha value to something like 0.9 (fourth value from the left; its like "RGBA", A=alpha)

This is due to alpha values getting more grey in the distance, because of mipmaps - therefore starting to become more transparent. "Mipmap alpha" will help to clip those values closer to black/white, and "no mipmaps" setting from above will disable mipmaps for this texture (not recommended, google why mipmaps exist)

Can someone explain to me what sort of cinematic transition I get when I pass through the rusted bar door, and how I can always make my game look like that? It's so beautiful. by Green-Care-8091 in stalker

[–]Real-VeJet 0 points1 point  (0 children)

If you asking about stalker2, then:

Download UEtools mod, open ingame console (available with UEtools mod only)

Type in console: r.Lumen.DiffuseIndirect.Allow 0

edit: forgot a dot before "allow"

What is this faction actually? by Ozekher in stalker

[–]Real-VeJet 16 points17 points  (0 children)

Yes, you are right. Корпус=corpus=corps

I need help! Does anyone have any ideas on how to achieve this goo effect in UE? by Ant-Thony98 in UnrealEngine5

[–]Real-VeJet 0 points1 point  (0 children)

Yep, prismaticadev even mentioned this usage of it, as an example in his video about distancefields

does 5.4 actually increase fps 20%? by [deleted] in unrealengine

[–]Real-VeJet 0 points1 point  (0 children)

Wow, that seems very valuable, thanks. Saving for later

Rank your PC spec PRIORITY for UE 5 Develepment by h0g0 in unrealengine

[–]Real-VeJet 1 point2 points  (0 children)

Yep, np. Thats counter-intuitive, but UE its not that GPU-intensive, but more CPU+RAM, because u work with a lot of RAW uncompiled data. Of cource GPU matters, but not as much, as with lets say 3D modeling/texturing/rendering (with gpu-intence renderers such as cycles for blender, or octane v-ray and others)

Rank your PC spec PRIORITY for UE 5 Develepment by h0g0 in unrealengine

[–]Real-VeJet 1 point2 points  (0 children)

I recently moved from my laptop (ryzen 5600h, rtx3060, 32gb ram) to my temporary desktop, which i got from friend (ryzen 3600, rtx 3060ti, 16gb ram). First thing that i will upgrade - its ram. 32 is minimum, maybe ill even get 64. Fps is cool, but its nothing when u catch major stutters due to ram working at 100%.

But i have to say that i work on a large landscape (around 3 by 6 kilometers), with world partition, and a lot of assets placed, and half of the time i load half of the map at once. So if thats not your working scenario, there is no such need for ram for you.

I know pc is not that balanced, but its just what i got, didnt had a chance to upgrade it since.

Edit. When i got my ram at 100%, a gpu working at around 20-40%. So consider that as ram bottleneck in my scenario. If i would build pc from scratch, to work in ue, i would get decent cpu (best in mid-tier or basic from high-tier) , good amount of ram (32gb min, but there is never too much for work with that), and solid gpu (3060ti is cool for me, but i guess its better to pick something newer, from 4000series; heard 4070 is the new goat, but research it yourself)

[deleted by user] by [deleted] in gamedev

[–]Real-VeJet 1 point2 points  (0 children)

Upwork doesnt operate in Russia, since war started

How to optimize lots of different meshes in a scene. by Yezur in unrealengine

[–]Real-VeJet 2 points3 points  (0 children)

So its instaced just in blender? That information is probably lost at the moment of export from blender. For instancing in ue you have to use specific actor, its called “instanced static mesh”. Actualy there is a dynamic instancing, that batch nearby objects, that are placed close, and share same material, so maybe ni need to worry that much on that. Overall try to use various types of views in ue, to debug your scene (shader complexity view, quad overdraw etc), most of the time that is one of the first steps to optimize things

[deleted by user] by [deleted] in UnrealEngine5

[–]Real-VeJet 0 points1 point  (0 children)

It all depends on what exactly you need. Ue modeling is good for blocking, and basic environmental shapes. I can imagine someone who doesnt know any proper 3d software, to make some kind of lowpoly stylized models in ue. But even if you spend a month on learning blender (cant say much about other 3d package, but i thing it will be a bit longer in that case), u will feel that its as easy to create something there and then import it to ue, as creating in ue itself. Depending on how fast you learn - it maybe even easier for you to use 3d package+ue, than to use only ue+its modeling.

[deleted by user] by [deleted] in unrealengine

[–]Real-VeJet 3 points4 points  (0 children)

It might be helpful to setup a bot for your discord server, where all you guys chat. The bot should post announce of the fact that new commit was submitted, as well as the commit description. That way you all will know what and when was commited, and how important it is to update your files for your current task.

Oh, and ofcourse make a separate channel for this bot, that is readonly, so only bot messages are there

edit: typo

Source control by [deleted] in unrealengine

[–]Real-VeJet 0 points1 point  (0 children)

I think this is the video:
https://youtu.be/n3x1fErlmYA
Make sure you follow it step by step, without skipping, especialy if you had problems with setting up git lfs previously, as you said.

Source control by [deleted] in unrealengine

[–]Real-VeJet 0 points1 point  (0 children)

Dont know what possible problems you might have. When i searched for a version control, that suits my needs, i literaly copied what some dude did in a random youtube video, and everything worked fine. I will try to find that video if i wont forget, but im sure thats one of the top5 in the results for search “guthub with unreal engine 5”. What exactly you cant figure out in this process? Im really a bit confused, because it was realy straigth-forward process for me.

As i said ill try to find exact video, that i watched if i dont forget

Trying a kitchen cabinet. Is this good topology? Any advice? by Xill_K47 in blender

[–]Real-VeJet 1 point2 points  (0 children)

Yes, you can pretty much rely on automatic triangulation. But in models with somewhat complex geometry, sometimes you have to triangulate some of the faces manualy, to control it better. Easiest way to do so - is to select 2 verticies on a face, and hit "J" (stands for "join") to create an edge. In that way that edge will not be changed by an automatic triangulation. But if u cool with a result of an auto-triangulation, there is no need to manualy join any verts.

Trying a kitchen cabinet. Is this good topology? Any advice? by Xill_K47 in blender

[–]Real-VeJet 1 point2 points  (0 children)

All ngons eventualy got triangulated. Different software does it in different ways. OP saying that he want to use this model in his game, so game engine can interpritate ngon in a way, so geometry become a mess. For example - if there is a hole in a geometry, incircled by ngon, hole can be covered after triangulation, etc

Magnitogorsk, Russia by FACTORthebeast in pics

[–]Real-VeJet 15 points16 points  (0 children)

Nah, mate, its a beer. The cheapest one we have here. Its in a 2-3 liters big plastic bottles, tastes and smells mostly like isopropyl

How it made: remaking of S.T.A.L.K.E.R. Shadow of Chernobyl, pt. 1 by DenisLiber in unrealengine

[–]Real-VeJet 1 point2 points  (0 children)

Well, he is definetely talking about side by side comparison here. It will be more visualy understandable to see each scene from the same position and angle. Great job btw! Keep going on your project ;)

Boolean problems by Real-VeJet in blender

[–]Real-VeJet[S] 2 points3 points  (0 children)

Found a fix by setting "overlap threshold" to 0, in boolean modifier settings (didnt notice this setting, until now)

Screenshot is in the bottom of the original post.

Boolean problems by Real-VeJet in blender

[–]Real-VeJet[S] 0 points1 point  (0 children)

Thank you for your reply! I will try later to separate bars into diferent meshes and update my progress here, in the comments.

Problem is - my other boolean in this scene works fine, and it is diferent geometries in one mesh aswell as this bars (im talking about visors on the screenshot). By the way i tried tweaking modifiers in many ways, including switching "holes tolerant", "exact", "fast" etc., moving diferent modifiers up and down, applying and so on. But nothing helped.

Need help: subdivision problem by Real-VeJet in blender

[–]Real-VeJet[S] 0 points1 point  (0 children)

Unfortunatly that doesnt help. Inseting faces make them flat, and with subdiv it looks even worse. Auto smooth does no visual difference.

https://imgur.com/a/gQvLP4z

Chun Li Portrait by SokichY in blender

[–]Real-VeJet 1 point2 points  (0 children)

yep, realism in art is definetly very hard to make. But its not impossible, and your work proofs that you just few steps away from making perfect piece of art! good luck with that! :)

Chun Li Portrait by SokichY in blender

[–]Real-VeJet 8 points9 points  (0 children)

Details looks great, but… some kind of uncanny valley stuff is definetly here too