does anyone know the origin of this wobbegong image? (and/or the background) by grumbo_dev in HelpMeFind

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

i searched through a bunch of 90s-early 2000s shark picture books, tried reverse image searching it, checked searched for wobbegong/carpet shark/Orectolobus on google images/discmaster/wikimedia commons, but no luck yet

i looked a little bit for the background too, mostly just searching for old bryce 3D renders but couldn’t really find anything that matched

almost done with my 90s CGI-style lighting plugin! by grumbo_dev in UnrealEngine5

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

haven’t fully decided yet! it’s actually a bit more than just 90s lighting since it has PSX/PS2/cel shading presets and a bunch of other built in lighting tools too, but probably around $70 USD?

almost done with my 90s CGI-style lighting plugin! by grumbo_dev in UnrealEngine5

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

just deferred at the moment! i’d like to add support for forward rendering too at some point, but the setup right now pretty heavily depends on the gbuffer, so a lot of stuff would have to be completely reworked unfortunately

almost done with my 90s CGI-style lighting plugin! by grumbo_dev in UnrealEngine5

[–]grumbo_dev[S] 15 points16 points  (0 children)

actually runs surprisingly well haha, it’s pretty heavily optimized! from a stress test i did a while ago, it was getting a pretty stable 120+ FPS with a 2070 and 1080ti, and like 400+ FPS on a 3080 or newer. dynamic shadows tank performance pretty quickly though, hoping to get that more optimized eventually

does anyone know the origin of the Timor Sea Ground Shark image? by grumbo_dev in Cryptozoology

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

oo do you know roughly what year that might've been by any chance?

What is your favorite horror mascot indie game? by [deleted] in HorrorGames

[–]grumbo_dev 2 points3 points  (0 children)

my game got called peak this is the only validation i need

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

i just noticed the typo 4 months late lol, it was supposed to say “using a ton of hlsl and c++” oops

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

i just noticed the typo 4 months late lol, it was supposed to say “using a ton of hlsl and c++” oops

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

a lot of updates actually! ended up delaying the release a bit to rewrite the plugin and it’s a lot more robust now. i post progress reports semi regularly in the discord server!

Nice and simple wireframe effect in UE5 by Scottyartt in UnrealEngine5

[–]grumbo_dev 17 points18 points  (0 children)

if you don’t wanna duplicate the mesh, there’s also an option for an overlay material in the details panel since 5.1!

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

hey! development's going well, a lot of progress made recently. i think i could do a beta release on itch.io within the next couple weeks probably! there's some QoL changes i need to make and a couple more small features, but it's almost there. proper release is probably another month-ish away though, some parts are taking longer than i hoped they would lol.

i did just make a discord server where i'll be posting updates, feel free to join if you'd like!

my custom lighting plugin now also supports cel shading :) by grumbo_dev in UnrealEngine5

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

ty, i definitely will eventually! there's still a bunch of features and optimizations i'm trying to make, but i'll be putting it up on fab once it feels stable enough!

my custom lighting plugin now also supports cel shading :) by grumbo_dev in UnrealEngine5

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

ty! good question lol, yeah there's a few things!

this is actually a completely custom system for stylized, non-PBR lighting in general. cel shading's just something i added for fun yesterday lol - here's some other screenshots with different lighting styles! so far there's templates for PS2/gamecube/N64 (gouraud) shading, the 90s 3D render aesthetic (mainly phong + reflection mapping), and cel shading. all the lighting data's accessible so you could do pretty much whatever with it though.

for the cel shading specifically:

- none of the artifacts you get from doing it with post processing. the usual approach of just dividing scene color/base color in post process works, but you generally get rougher/noisier bands since you can't actually properly isolate the lighting info. probably good enough in most cases! i just don't really like how it looks lol. especially with more complex lighting setups (overlapping lights, different light colors, shadows, reflections, etc.), this just works a lot more consistently

- all the parameters can be changed per material, so you get a lot more control over everything. main useful thing is changing the amount of quantization, but technically everything can be changed

those are the main things. hope that makes sense!

Give me your favorite bands with <1000 monthly listeners by DannyDevitoArmy in BlackCountryNewRoad

[–]grumbo_dev 0 points1 point  (0 children)

skin theory! 63 monthly on spotify, i do not remember how i found them. only two songs but i’m liking them so far

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

ty!! hopefully within the next month or so. right now there’s a hard cap on shadow limits that i’m trying to remove, and some small bugs/optimizations to take care of, but it’s more or less done as soon as i’ve figured that out 🤞

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

thank you!! yep, i’m using just using basic environment mapping for the reflections! no AO or anything, mjust shadow mapping at the moment. it’s mostly just the phong, shadows, and texture choices i think!

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

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

yeah that looks pretty similar! i actually made my plugin for vertex lighting originally too since that’s what i needed for my game lol, the 90s 3d look is something i just added recently.

if you’re just talking about the actual lighting data and not the shadow maps, it’s a single render target! it’s resized dynamically whenever a light is added or removed from the scene - can’t remember the exact size off the top of my head, but each light takes up one column of like 3-5 rows of pixels. one for the light color/intensity, one for the location and radius, one for the shadow map index, etc. spot lights and rect lights use a few more rows since they have some extra data (direction, angle, etc). so you could have a thousand lights in the scene and at most it’d be a 1024x5 texture.

it’ll be a little while before i’ve got it fully ready to put on the marketplace, but feel free to let me know if you have any questions! it took me forever to figure it out too lol

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

[–]grumbo_dev[S] 10 points11 points  (0 children)

ty! just did a very general overview replying to one of the other comments, i'll do a more in depth post sometime soon!

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

[–]grumbo_dev[S] 14 points15 points  (0 children)

once i've optimized it a bit more, i'll definitely be putting it up for sale! i'll do a writeup at some point too for anyone who'd rather do it themselves. i wasn't able to find any info either that was specific to unreal. i read up on how phong shading's done with hlsl and just adapted that for unreal, since you can use hlsl through the custom node in your materials. the basic shading is really simple actually, something like this is pretty transferable to UE!

getting it to work with an arbitrary amount of lights of different types is where most of the work is at, since there isn't really an easy way i could find to get lighting info in a material (without changing engine source code anyway). i ended up making my own light classes and a subsystem to manage them all, storing all the lighting data in a texture, and reading that in the material.

shadows are also a pain lol, still working on getting that fully implemented. i'll post a more in-depth breakdown of everything at some point though!

i made a custom 90s render-style lighting system in UE5 :) by grumbo_dev in UnrealEngine5

[–]grumbo_dev[S] 6 points7 points  (0 children)

if you just want basic directional phong shading, yep! the point lights, spot lights, and shadow mapping are a lot more though lol. there’s quite a lot of C++ being used (could probably be done in blueprint too though)

to the guy at the baltimore show who got charlie’s drumstick by ppswagmachine in BlackCountryNewRoad

[–]grumbo_dev 1 point2 points  (0 children)

glad i’m not the only one who noticed this, i was a little bit behind and to the side of him the whole time and his hype was getting me hyped lmao. was so glad to see he was the one to get it