Looking for new VFX ideas? 🔥 Check out this real-time fire breakdown for UE5 by Matthieu Michon.
Here's the full breakdown: https://t.co/25EsQ7GUxf
#realtimevfx#gamedev#indiedev#ue5
Green tea with jasmine, a moment to awaken or intellectually train your brain through Unreal Engine. Pour some tea or coffee, and let's take a look at the liquid UE material #gamedev#UnrealEngine#UE5
UE Tip: Quick Node Straightening
Hit Q to quickly straighten your nodes and keep graphs tidy.
Select nodes → Q for full alignment.
Select in order → Q to align based on selection.
A quick demo with some features of Sky Creator 2.0:
- Multi-Layered Volumetric Clouds (ground fog, stratus, cumulus, storm, alto and cirro layers)
- Cloud-Driven Weather (affecting particles and materials)
- Custom Cloud Brushes for art-direction
#UE5#techart#vfx#shaders
Pipe It, the UE Pipe Plugin is finally 1.0 ready and coming out to @fab in a few weeks!
It's been a fun 6 months journey taking this simple idea and transforming it into a complete tool meant to make pipes easy and fun. UX is such an unseen beast and it renewed my respect to #UX designers across the world.
Here's a small video of the tool working in Unreal 5.7.4, drawing pipes like never before :D.
Would you like to get your hands on this plugin when it comes out? What features would you like to see come out with the plugin? Let me know in the comments.
A big thank you once again to @phyronnaz for his help!
#pipeit @UnrealEngine #ue5 #GameDev #realtime #uxdesign
My Source 2-like probe system + light baking for UE5 is pretty much done now fully.
As seen in the video, with the right volume setup you can have super thin walls without light leaking. Plugin releasing in like a week, after my vacation.
#UnrealEngine5#UE5#GameDev
At Unreal Fest? Make sure this is on your radar.👇
Making the Daft Punk Experience: VFX & Stage Design in Fortnite
🕓4:30–5:20 PM CT today.
🔈Our Audiovisual Designer & CD, Addison Herr
Get a firsthand look at the #VFX, lighting, and #Niagara workflows behind the experience.
#UnrealFest #Fortnite
Three.js Water Pro V3 by @dangreenheck advances his ocean rendering system for Three.js with new features and better visual quality.
Details: https://t.co/X9TP08eptG
seen a few posts about optimizing GenAI 3D assets for game use so I figured I would make a vid about the UE5 AutoLOD tool I wrote ~4 years ago that nobody knows about (even at Epic apparently). Here's the first two mins, see 🧵for full video.
I upgraded how the shadows look in the game, using a lesser-known technique called Light Space Perspective Shadow Maps. I also wrote a short article about using this technique on my blog!
https://t.co/kCUVmUEkcM
Meet Gabe, a Producer helping our teams bring big ideas to life. When he’s not clearing project roadblocks, you can find him lost in a fantasy novel, listening to Jack Johnson, or crushing it at karaoke!🎤
Full Q&A here: https://t.co/B4UkHd0uyv
Who's building a new Unity-style engine with Threejs and Wasm? I could absolutely see a whole host of game types that would live comfortably in the browser and cut out all the hassle of stores/downloads/installs/updates.
Nanite Programmable Path seems too costly to consider WPO for the most basic things... Uh, I don't like it.
Feels like everything I'm tempted to do as a tech artist is no longer an option. Moving vertices used to be cheap :(
So here's a hacky NO-WPO prototype 🧵
It turns out I can use my procedural volumes to draw anything, including surfaces. Did a quick experiment with a water. I haven't had time to do FFT or proper geometry yet, so I'm using heightmap raymarching and waves from some cool shadertoy.
Just had the tech art wet dream, where there was in fact a magical node that solves all my issues! 'Get Desired Size' is really dumb and barely works, especially with wrapping text, but there is the magic 'Force Layout Prepass' node that takes care of that. Very epic! #UE5