Anyone who has worked with light baking in Unreal Engine probably knows about Lightmass Replace node, I experienced its effect yesterday, so I wanted to share it with you. If an object is affected by baking and has emission, then you can separate 2 values #gamedev#UnrealEngine
Running out of samplers?
This trick lets you use up to 128 textures in your material.
Great for complex landscape materials...
Speaking of, become a Landscape Paint Maestro today:
https://t.co/Jagutx9qlm
Made a neat little material using distance fields that allows the object to 'squash' against anything it hits.
Lets see what you can do with it?
Make sure you uncheck 'Affect Distance Field Lighting' though on the mesh so it doesn't squash itself!
#UEFN
I called this Unreal Engine material "Simple liquid for the bottle". What is simplicity or better to say optimization? This is not transparency, this is a mask and an example of using DitherTemporalAA #UnrealEngine#UE5#gamedev#uetips
When they charge you more for a “window seat” and you get this. / Cuando te cobran más por un ir en la “ventana” y te toca esto.
Muchas gracias @Aeromexico 😒
How do we profile games at @EpicGames? Check out this presentation where @mattOztalay and I examine perf captures from @ArcticHazardGS's "NORSE: Oath of Blood" and show you how to use Unreal Insights and PIX.
https://t.co/smT6qffC5B
We attempted to cram over 100 #uetips into a single presentation at Unreal Fest Stockholm. Did we succeed? Find our right here 👇
https://t.co/LLOtLxmRSW
Saturday's Unreal Engine is when you need to get some rest, because evil bombed us all night and I barely slept, so I need to do something intellectual and calming
#screenshotsaturday#gamedev#UnrealEngine#UE5
Distort textures by simply lerping between texture coordinates and a checkerboard texture with randomized R and G values for a tiling effect. To add chromatic aberration, simply shift the G channel’s UVs using a sine wave #gamedev#VFX#UnrealEngine#realtimeVFX
#UEFN Material tips 🗣️🔥
Use Bump Offset to create fake depth for textures.
In this example, I used it to add a darker secondary fence texture that feels behind the main one, like in the 3D world, while remaining a 2D texture applied to the mesh.
I don't eat in the kitchen, but in the room near the computer. Today I had lunch and played with materials in Unreal Engine. Radiation was in the dish and on the screen, or not #UnrealEngine#tips#UE5#shader
"Supernova" in 167 chars of #GLSL
vec2 p=(FC.xy*2.-r)/r.y,v=vec2(atan(p.y,p.x),log(length(p)))/.2+4.;for(float i;i++<8.;v+=sin(v.yx*i-vec2(t,i))/i)o+=(sin(v.xxyx+i)+1.)*v.y*v.y;o=tanh(vec4(4,2,1,4)/o);
I decided to see what this led sign would look like if the quality value was not static but varied from minimal to maximum value. When I added a noise node instead of the value, it was an incredible effect, but I won't show it. Maybe later