Getting the Most ouf of Noise in UE4
This post links to a blog post I wrote for the UnrealEngine.com website: https://www.unrealengine.com/blog/getting-the-most-out-of-noise-in-ue4 Some preview images: Steps for Voronoi Noise based...
View ArticleAutomated and Improved UV Dilation
When dealing with textures with opacity masks, it can be important to dilate or extend the edge pixels into the background. For masked materials, this prevents edge bleeding in the lower mip-maps. For...
View ArticleCurved Surface Parallax Occlusion Mapping
Parallax Occlusion Mapping is a technique that gives materials the appearance of depth or parallax. The results are similar to what can be achieved with displacement on a tessellated mesh, but it is...
View ArticleCustom Per Object Shadowmaps using Blueprints
For some advanced materials, it can be useful to be able to render out custom per object shadows. For mobile projects, this can let you render out baked shadowmaps for foliage similar to the Epic "Zen...
View ArticleOptimized Snell's Law Refraction
Since many real time refraction methods rely on screen space methods, having accurate refraction vectors is not always important. When accurate refraction vectors are used it can cause too many rays to...
View ArticleRay Marched Heightmaps
Ray marching offers a way to more accurately self shadow alpha based materials like clouds or smoke. Often a normal map can be used for lower cost but the results are not usually very volumetric....
View ArticleTiling within subUV or pseudo-volume textures
This post is a precursor to a series that will work up to building raymarched volumetric effects. There are similarities between subUV textures and volume textures. If you want to create a subUV or...
View ArticleAuthoring Pseudo Volume Textures
This post is the second part in a series leading up to building custom volumetric effects inside of UE4. The previous post went over ways to make subUV or volume textures tile seamlessly and that will...
View ArticleCreating a Volumetric Ray Marcher
The last few posts on this blog have been building up the pieces needed to create volumetric ray marching shaders. Lets briefly review those. Generating Volume Textures: In this post we looked at a way...
View ArticleUE4 Volumetric Fog Techniques
I know it has been a while since I have posted here. It took me longer than I hoped to polish up and release my post-GDC Content Plugin and just when I was about to get back into the rhythm, things...
View ArticleGreen Screen live in UE4
A bit over two years ago, someone on the UE4 Answerhub asked about Chroma Keying (aka Green Screen) in a material. That post lead to me mocking up a very basic chroma key function. That was added to...
View ArticleVarious Distance Field Generation Techniques
Most viewers are probably accustomed to using distance fields at least in the general sense. They are most typically used for things like font textures to give a nicer, adjustable look but their...
View ArticleOctahedral Impostors
It is finally time to release the first version of the Impostor Baker tool! This is currently uploaded to github since I could not get access to the ue4 community server:...
View ArticleGetting the Most ouf of Noise in UE4
This post links to a blog post I wrote for the UnrealEngine.com website: https://www.unrealengine.com/blog/getting-the-most-out-of-noise-in-ue4 Some preview images: Steps for Voronoi Noise based...
View ArticleAutomated and Improved UV Dilation
When dealing with textures with opacity masks, it can be important to dilate or extend the edge pixels into the background. For masked materials, this prevents edge bleeding in the lower mip-maps. For...
View ArticleCurved Surface Parallax Occlusion Mapping
Parallax Occlusion Mapping is a technique that gives materials the appearance of depth or parallax. The results are similar to what can be achieved with displacement on a tessellated mesh, but it is...
View ArticleCustom Per Object Shadowmaps using Blueprints
For some advanced materials, it can be useful to be able to render out custom per object shadows. For mobile projects, this can let you render out baked shadowmaps for foliage similar to the Epic "Zen...
View ArticleOptimized Snell's Law Refraction
Since many real time refraction methods rely on screen space methods, having accurate refraction vectors is not always important. When accurate refraction vectors are used it can cause too many rays to...
View ArticleRay Marched Heightmaps
Ray marching offers a way to more accurately self shadow alpha based materials like clouds or smoke. Often a normal map can be used for lower cost but the results are not usually very volumetric....
View ArticleTiling within subUV or pseudo-volume textures
This post is a precursor to a series that will work up to building raymarched volumetric effects. There are similarities between subUV textures and volume textures. If you want to create a subUV or...
View Article
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