Tutorial is live!
There is a video, full breakdown on the site, and an example project you can download to follow along with!
https://t.co/gRBWeZNfEY
My hope was to try and make it so beginners can learn and advanced folks can skip.
Have a good day :)
#Techart#VFX#Unreal
Such a cool paper! Jointly optimizing shape parameters, albedo, and roughness from a few reference images through differentiable signed distance function rendering.
By @DelioVicini, Sébastien Speierer, and @wenzeljakob.
https://t.co/0v2YgxBkRd
Continue to explore #UE5 geometry script for #vfx. Made an interactive spline revolve with auto uv and vertex colors. Tried to combine with spirals and to test on a very quick vfx. #realtimevfx
Scriptable Tools are a new Experimental feature coming in UE5.2, that let you build interactive 3D tools (eg things like mouse capture, raycasts, etc) without having to write C++ code. Combined w/ Geometry Script you can build your own Modeling Tools entirely in Blueprints...
I created a scatter tool for Autodesk Maya! I really enjoy using Python, and I am probably having way more fun with this then I should have 😄
#gamedev#techart#maya#scripting#tools
This week saw the continuation of the work on the UI widget for @ChildofLothian. One of the functions that will be useful for the rain mask baking is the ability to change lightmap resolutions for selected objects. Main focus now is getting it out to the team for user testing!🌧️
The last two weeks saw more work on the rain system for @ChildofLothian. I was able to combine the particle effect and rain mask into a UI widget for end users and for the upcoming week I'll be testing out the mask game materials and levels.🌧️
#UnrealEngine#Niagara#UI
Last week I continued the work on the weather system. The main task at hand was to find a way to mask models using rain direction so it could influence the materials of the model. This is currently done using Houdini but I'm looking into UE4 methods as well. 🌧️
After coming back from the holidays I continued the work on my rain system request from one of the game teams. For it, I was able to use scene placed cubes as hit volumes in the niagara system. This gave me a bit more insight into creating custom niagara modules as well :) 🌧️
This week saw some changes in my work as I was asked to create a rain system inside of #UnrealEngine for one of our game teams. Currently checking out the possibilities with #Niagara, GPU computing of particles and interactions with materials. 🌧️
This week saw my participation to the #HoudiniGameJam. As the team only had #Houdini artists we found ourselves working in #unreal more and more to get the game together. Overall a fun side project with @NielsV_TechArt@MarnSchokker and @lonixera :)
---> https://t.co/Gce0QnRnd9🙌
This weeks update of #ProceduralAnimation in #UE4 is the adaption of last blocks system to a custom model and rig from one of this year's game team. I was able to add wall climbing over a spline and the option for our new alien to lock on to our future player character. 🚶
Check out a tech demo of Crimson Desert, an upcoming open-world action-adventure and action RPG being developed by a South Korean game studio Pearl Abyss that previously developed an MMORPG Black Desert Online:
https://t.co/mL50gX1Jkv
#gamedev#games#videogames#3dart
This weeks update for my #ProceduralAnimation system for #UE4 is testing out the actor movement on extremely angled surfaces (full 360 degrees support). Here you can see a test done for the position transition following a curve using an orange cube as character stand-in 🚶