Still putting in the hours with the next version of ZenDyn.
ZenDyn creates procedural dynamics effects for Metahuman facial (and in the future, body) animation.
It can turn flat live or baked performances into dynamic, expressive, creative or even more exaggerated performances.
【Free】MarkdownAssetProject v1.3.0 Released
An update is now available for the free Unreal Engine 5.5+ Markdown asset plugin.
This plugin lets you manage Markdown as native assets in the Editor with a live HTML preview editor, and easily access the content from Blueprint. Now with powerful document import & batch conversion powered by markitdown.
What's new in v1.3.0:
・Convert Documents to Markdown — Drag .pdf / .docx / .pptx / .html / .htm files into the Content Browser (or reimport an existing asset) to convert them to UMarkdownAsset via markitdown. Result is stored directly in the asset body.
・Batch Convert to Markdown — New Tools > Markdown > Batch Convert to Markdown... wizard converts multiple documents in one pass, with file selection and cancellable progress dialog. Callable from Blueprint / Editor Utility Widgets via UMarkitdownBlueprintLibrary.
・Markitdown Settings — New Project Settings > Plugins > Markitdown page to configure the markitdown executable location and conversion behavior.
These features were requested through GitHub Issues — thank you!
Download:
Fab: https://t.co/Cr02qfVNWY
GitHub: https://t.co/kG1fSsUoA9
Feedback, suggestions, or bug reports are welcome — feel free to reply here or post on GitHub Issues/Discussions.
Bonus tutorial after Frost Nova: decal material polish + attribute-driven layered material workflow. Clean, scalable layering for real-time VFX. #UnrealEngine#TechArt#Shaders
Refactored the Triangle Tile SDF generation process in PP_Triangle_Transition_V2.
The main goal was to clean up the node setup — it was way too complex before. Well, it’s still a bit complicated now though/
Even when I’m busy, I want to keep finding things I can work on. #UE5
P.S. Node copy-paste destination is here↓
https://t.co/08BrUVV9ER
Triangle Tiling SDFのリファクタリングを実施。以前より少しだけノードがシンプル。それより長いけど。
ノードのコピペは↑から
.@berkgedik made a free Blender light texture pack, featuring 20 textured light setups for adding extra detail and variation to scenes. 💡
See the details: https://t.co/FjpS84OHHv
#b3d
Material Artist Max Eno breaks down the creation of his procedural Emerald Tile material. In this article, Max discusses ref, tile creation, crack generation, mortar, fragment distribution, blending, color, roughness & final presentation in Unreal Engine.
https://t.co/mVp6StUsUZ
OK Unreal 5.8 is sick.
This is all I've ever wanted. It triggers me so much that when people were showing of the new toon shading profile that they didn't demonstrate it like this haha.
Flat diffuse, casts and receives shadows. 🧑🍳🤌
Thank you UE devs!
Just released a UE5 VFX master material pack on GitHub ✨
https://t.co/PuiNPHhzYS
Check out the setup and usage guide here:
https://t.co/qWaKtz5gcd
(English version coming soon — please bear with me a bit!)
#gamedev#vfx#ue5#ue5study
[WIP]🦑
Managed to apply actor mesh physics asset collision, to make simulation more accurate
When spawned - NS is searching for Actors with specified tag and caches them in a list of "colliders" in Collision #DataInterface (DI)
still needs some polishing in behaviour
#ue5 #niagara
A little experimenting with Unreal Engine material. Spinning and pushing at the same time can be the basis for a speed effect #gamedev#UnrealEngine#UE5