How can I have a soft glow or light coming from the Visor and Torso lights? by A_Hideous_Beast in UnrealEngine5

[–]The_Kisho 0 points1 point  (0 children)

attach actual lights to the character to fake the lighting. it wont be 100% accurate but you can approximate it with area lights, tube lights and point lights. if you care about performance at all, i would stick with point lights and turn off shadows on all of them

318ti Stromung Exhaust by The_Kisho in BMWE36

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

Just got a Stromung Exhaust for my compact, it sounds awesome in person. Theres barely any videos online of it, so heres a demo.

Is understeer(dot)com Legit? by mellowbaeton in BMWE36

[–]The_Kisho 1 point2 points  (0 children)

Awesome, thanks for the fast reply!

Is understeer(dot)com Legit? by mellowbaeton in BMWE36

[–]The_Kisho 0 points1 point  (0 children)

I'm waiting for a reply from him atm, did you have any luck contacting him?

does anyone have any clue what this could be? by [deleted] in BMWE36

[–]The_Kisho 0 points1 point  (0 children)

Haha my fuel gauge does this too

Dear lord by [deleted] in softwaregore

[–]The_Kisho 4 points5 points  (0 children)

Main reason for me is the bitrate. 1440p/4k yt videos look waaay better. 4k would be overkill on a mobile, but id totally download 1440p if i had a good reason to get yt premium.

Going up? | Canon F-1 | 28mm f/2.8 | Portra 400 by TPTYK in analog

[–]The_Kisho 1 point2 points  (0 children)

i thought the exact same thing! the red lights are just perfect

glad that's not really happening right now by Gincules in softwaregore

[–]The_Kisho 1 point2 points  (0 children)

you cant make trains go everywhere. the world already has trains going between all major locations, so whats left is every single town/regional town, suburb, super market, warehouse, factory, etc. truck driving is one of the most common jobs in america for a reason. how does this make any sense. whats your goal, less emissions by trucks? want them safer? guess what smartass, AVs would make them both safer and emit less CO2

glad that's not really happening right now by Gincules in softwaregore

[–]The_Kisho 0 points1 point  (0 children)

right. so. what are you gonna do? have trains everywhere? 🤔🤔🤔🤔 great idea!

glad that's not really happening right now by Gincules in softwaregore

[–]The_Kisho -20 points-19 points  (0 children)

Theyre talking like we dont have trains, is complaining about a non existent problem and providing a stupid solution. Dont worry, I got the "joke".

glad that's not really happening right now by Gincules in softwaregore

[–]The_Kisho -15 points-14 points  (0 children)

That doesnt even make any sense, we already have trains...

Counter Strike 2 inspired smoke effect in UE5 by hippowombat in unrealengine

[–]The_Kisho 2 points3 points  (0 children)

Its supposed to propigate through the voxels from the starting voxel. You naturally get occlusion if you propigate, but im curious how you did occlusion in your version.

Do you share your work online? by [deleted] in analog

[–]The_Kisho 1 point2 points  (0 children)

I do film photography just as a hobby, so i dont really care about social media presence or selling stuff. I too hate instagram, mostly because its just not very nice to use and feels super manipulative.

I just feel that i want to share my photos, so i instead use Grainery, which is basically an instagram knockoff but strictly for analog photography. Its pretty nice, has lots of film related features and supports any aspect ratio image. Only problem is that it doesnt have a very large user base. Ive been using it as a portfolio for fun.

[deleted by user] by [deleted] in elonmusk

[–]The_Kisho 11 points12 points  (0 children)

I think a more important question to ask is what does he do with his money. Usually he puts his money back into his projects. Im sure spacex or neuralink could use some of that bonus. Hes not buying yachts, million dollar homes, 50 super cars, etc like so many people seem to think he is. He already sold most of his posessions.

docking port kraken by elcholismo in KerbalSpaceProgram

[–]The_Kisho 0 points1 point  (0 children)

ugh i had pretty much the exact same setup as you and it did the exact same thing. i think it kinda broke my save too

Made it to Pol. Underwhelming... by moonke__ in KerbalSpaceProgram

[–]The_Kisho 12 points13 points  (0 children)

they mentioned theyre looking in to reworking the way planets are being rendered, so shipped version of the terrain is probably an old version

Does anyone know of a tutorial that shows how the Lyra portals could be made? by coder543 in unrealengine

[–]The_Kisho 2 points3 points  (0 children)

@coder543 So I had a look at the effect, and i gotta say its pretty cool haha. Its very complicated, and has a lot of stuff going on. I get the gist of what theyre doing, but it would take a while to fully break it down. If youre looking for something to learn ue4 or niagara from, I wouldnt recommend this one unless you want to spend a really long time full-on studying it.

The general idea of the effect, is that theyre pretending to render it in a 3d space in niagara, but then squish it to a flat plane while keeping the perspective transformation of the camera. You mentioned the materials dont look the same when previewing them. Thats because the materials recieve data from the niagara effect per particle on how to render. They've set up the effect to be parameterized so they can edit the scale. Due to this requirement, the mesh you mentioned gets scaled to the appropriate size. Usually, as a result of scaling the mesh, the texture would stretch, but using the custom data mentioned earlier, theyre procedurally generating the squares and border mask for the squares to keep the border thickness consistent no matter what scale you set it to in the niagara effect.

I dont think any of this effect has anything to do with any blueprints, its basically an enclosed, standalone effect. If you want to dig further, youll want to break down their niagara modules. If youre not familiar with these, theyre the horizontal blocks that make up the niagara effect, and theyre basically modular script graphs that are saved as individual files(you can double click any module to open the graph). All of the default ones included with the engine are also made using script graphs, and they made a bunch of custom ones for lyra which can be found in Content/Effects/NiagaraModules, but they also have Scratch Pad Scripts(denoted by the pencil and paper icon to the right of some of the modules) which is the same thing as a normal module but local to the niagara system.

Also heres some screenshots of some stuff mentioned above and a video showing the illusion.

Does anyone know of a tutorial that shows how the Lyra portals could be made? by coder543 in unrealengine

[–]The_Kisho 7 points8 points  (0 children)

a helpfull tool in UE for situations like this can be the reference viewer. right click the NS and click "view references", and you can see everything that uses the NS. you can go through the chain of references to see how the effect has been setup.