my lumen attempt.
a guitar from the inside. made this scene some years ago and never finished it. only a directional light was used here. didn't get the warm up to work so exposure comes late #ue5 #lumen #unrealengine
my lumen attempt.
a guitar from the inside. made this scene some years ago and never finished it. only a directional light was used here. didn't get the warm up to work so exposure comes late #ue5 #lumen #unrealengine
ye...finally i get some routine and some proper modeling time in blender.
see my first model!
it's based on the awesome tutorial by MAR
https://www.youtube.com/watch?v=rEBwBrRzyhw
Not really something new and you can find the fix elsewhere on the internet too,
but since i tend to forget this handy little property, i'll archive this here too:
problem: when using ray tracing and also having WPO in use e.g. in your vegetation shader, your polygons will be displayed twice.
to fix this, click on your actor, open the advanced rollout for rendering and turn on:
- evaluate world position offset
this will remove the static rendered geometry from your object and also remove the weird shadows that come with it.
however there is currently (UE v4.26.1) no fix for this when using instanced meshes. so you can only disable any WPO effects from your grasses when you placed these as instanced geometry from the foliage tool.
i will update this post once i found a solution
[EDIT]
So yea there is a weird workaround. will shared it in one of his videos here:
basically ou would make a blueprint turn that tick on, make an actor foliage actor and then paint the thing
Learn how to create a simple mission marker in Unreal Engine 4 Features of it are:
Please consider supporting me here https://www.patreon.com/saschahenrichs
[EDIT]
I did it wrong in my post. You should apply some simple math on the flowmap for it to work correctly.
Find this enlightening post from UNREAL GEMS to get the correct way on how to utilize flowmaps for anisotropy
[edit] The below approach is not completely correct. Follow the above Tutorial to get it right!
This is obviously for the case you do not want to map your object. so a triplanar mapping.
Ofc this is also possible with normal UV's
you can find an anisotropy map here:
https://www.textures.com/download/pbr0028/133064
if you ever find yourself in a situation where you need to recalculate normals after displacing your mesh within the vertex shader. e.g. in conjunction with tesselation, there is a way to do this with the "normal from height" node
(I deactivated shadows on this object to show the effect more clearly)
it can be solved like this
note that you turn off tangent space normals in the main shader properties.
However the normals are then facetted
in order to get smoothed normals, you can use the "NormalFromHeight" node
the lower the normal offset, the higher you need to set the normal intensity.
For a school project i am currently working on a gigantic structure with my class. This post is constantly updated. whilst the lowest posts are the earlies WIP images and videos
this is the concept picture
H:\UnrealProjects\GD1019_Bunker\Screens\2020-12-02 21_10_14-GD1019BunkerProject - Unreal Editor.png
this is the project plan
https://open.codecks.io/monolith
this is a WIP for the scene