Same!! So exciting!!
Same!! So exciting!!
TEMPORAL RESPONSIVENESS NODE??? Fixes all my smearing issues on this material! dev.epicgames.com/community/le...
Making the material translucent, and "after motion blur" does fix it. But also this happens now lmao what
"Has Pixel Animation" is checked already on the material
Is there a trick to fix this kind of pixel smearing when using AA? Looks great with AA off, but with it on the stars smear like craaaazy. Can I compute custom velocity vectors or something? It's just a basic (unlit) material sampling a skybox texture to give that "portal" feel
EditorTRSGizmo.cpp in the UpdatePlanarHandle function
WoooOooOoOOOOoo
Spent an hour today navigating the Unreal Engine source code to modify this gizmo. Now has a planar axis SCALE setting so my blind ass can consistently select the xy plane without missing the hitbox, to move props around more comfortably
Not to mention why the heck does the gizmo not flip to face the camera, why the heck do I ever want to look at the gizmo "from the back". Who ever needs to know which axis is +/- when doing set dressing. You don't ever think "oh I need to move this tree towards POSITIVE x"
I struggle with this DAILY when doing level design/set dressing stuff. The movement mode I use the most is moving along the xy plane (the blue square) and it is ALWAYS hidden between all the other gizmo buttons and I can never select it on the first try
Anyone know where in the Unreal source I need to look to fix this gizmo. I swear nothing annoys me more than this translation gizmo NEVER doing what I want. Why is the center "all axis" button take priority over the xy plane selector (and have such a huge invisible hitbox)
Been working on the aquarium caves for the past few weeks. This is the first section that's DONE. What do you all THINK?
omg gorgeous work!!
First set of shops done for the main island! Clothing shop to be stylish! Furniture shop to decorate your boat/house/world! And customization station to give all your items that personal touch! (UI WIP)
Different seasons and time of day
First set of shops done for the main island! Clothing shop to be stylish! Furniture shop to decorate your boat/house/world! And customization station to give all your items that personal touch! (UI WIP)
๐คฃ Yes those are 2 of the 100 steps LOL
Making games is hard
*YouTube Voiceover* I MADE A HYPER-REALISTIC WINDOW BLINDS SHADER FOR OUR CARTOON RACCOON GAME
(btw @snaccoongame.bsky.social is available for Wishlisting on Steam store.steampowered.com/app/2001850/...)
#gamedev #indiedev #snaccoon
meanwhile.... medicine has taken INSANE leaps and bounds in the last 2 years.
we're out here curing HIV and leukemia and creating 100% efficacy vaccines against all sorts of cancers, and now this??
between this and renewable energy outstripping fossil fuels in efficiency, the future is bright
Hidden emissives seems to do a pretty good job but maybe some downsides with that...
All good tips, thank you. I've been playing with those settings but still can't quite get something that feels like ambient light being boosted (and smoothly brightening up the shadows). Adding extra lights just adds another direction of light, but those multiple shadows crossing over looks blegh!
Doesn't seem like there's anything that allows for that kind of control that's not global :\ Upping the ambient light globally when inside, you now look out the window and everything all the dark shadows are weirdly gone. Only want to do it locally in interiors! Hidden emissives seem to work ok
Using a big emissive quad that is set to affect lighting while hidden _kind of_ works I guess, but feels wrong
Just gives me a bunch of cross shadows overlapping on the objects AND very bright spots on areas closer to the light. But I can't just disable shadows entirely on the light because then the lights go through the walls!
Is there a trick in Unreal to make cast shadows from lights not so dark? Trying to light an interior with smooth ambient light (so there's not dark shadows in the corners and under objects) and just can't get anything that looks okay. Using a bunch of point lights to try and fill...
WOOD MATERIAL
Had some fantastic concepts created by @undoodle.bsky.social for the shops area on the main island. So excited to turn these 3D and get them in the game!!
Had some fantastic concepts created by @undoodle.bsky.social for the shops area on the main island. So excited to turn these 3D and get them in the game!!