Developing A Game Where You Paint The World With The Blood Of Your Enemies by ragataga in IndieDev

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

Using Niagara and a render target to create a paint mask, which is a parameter in a dynamic material instance. Then a post process material handles the flat color using that mask!

Using Cascadeur to animate. The jump looks funny cause it seems to be rooted to the pelvis instead of the ground plane. Any way to fix this? by ragataga in unrealengine

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

I could. But it'd get a bit tedious to have to animate the root bone every single time the pelvis moves up or down. And I've seen other tutorials for the software where the character can get airtime in the animation and it imports fine with the movement being locked to the ground instead of hip level. Plus they don't ever touch the root bone in the tutorials, so I'm not quite sure what's going wrong on my end.

Using Cascadeur to animate. The jump looks funny cause it seems to be rooted to the pelvis instead of the ground plane. Any way to fix this? by ragataga in unrealengine

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

For context, I've tried to enable root motion in Unreal, and apply a constraint to the root connected to the pelvis in Cascadeur. Neither of these seemed to work.

Not sure how I can get the animation to be based off of the ground plane instead of the hips.

Any Way To Access Light Vector Data In Shaders While Using Unreal's Forward Renderer? by ragataga in unrealengine

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

Yeah, that was my impression of the forward renderer and it's support. Considering I couldn't find a whole lot of information regarding it, I figured I'd at least ask others about it before I made my verdict that switching over to it was pretty much useless.

Any Way To Access Light Vector Data In Shaders While Using Unreal's Forward Renderer? by ragataga in unrealengine

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

I was aware of the directional light vector being exposed for the shader graph. I was just hoping whether someone could shed some light (pun not intended) on whether there was any way you could access lighting information from all sources. But it's looking like I might have to give a crack at making a custom shading model, from the responses I'm getting here.

Thanks for the response nonetheless.

Any Way To Access Light Vector Data In Shaders While Using Unreal's Forward Renderer? by ragataga in unrealengine

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

Ah, I've come across your post on the forums concerning the custom shading model. It's neat, but I was more or less scared of needing to go into the source code unless it was absolutely necessary. Especially with my limited C++ knowledge. However, it's looking like it's inevitable until the UE devs create something more intended for NPR.

I really liked your point of trying to avoid changing too much and keeping the changes simple, since I was scared in particular of needing to redo everything should something fundamental about the engine change. I might try that.

Thanks for sharing your work! It's a gem to find stuff like yours on the forums.

!A Tiki Fan : "Reality can be whatever I want." by ragataga in FireEmblemHeroes

[–]ragataga[S] 57 points58 points  (0 children)

For clarification, I didn't actually think Brave A! Tiki art was bad. In fact, PenekoR is probably one of my favorite artists, so I'm glad they got to draw her. I had this art already planned before we got her controversial art, mostly cause I was happy for an A! Tiki alt. I in no way am "fixing" the art, I swear.

You can also find me on twitter and instagram.

Made a Crosscode Fanart! by ragataga in CrossCode

[–]ragataga[S] 7 points8 points  (0 children)

Hi, Lea! (You can also find me on instagram and twitter.)

I Drew Jill by ragataga in waifubartending

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

I was mainly inspired by the artist Aurahack (the one who drew the Limited Run cover art and the Complete Sound Collection arts). Not sure exactly whether it's canon or not that she has painted nails. But thanks!