Stroboscope Shader for Unreal 4

General / 24 June 2020

I made a stroboscope shader with the help of a friend, Michael Mendelson.
Perhaps you'll need something like this. then here it is:




simple recreation of holographic environment

General / 24 June 2020

From time to time i will repost some stuff from my old blog here, simply bcs i find it still useful for myself today.
This is one of those posts

a facebook user asked how to recreate this effect in unreal.

i tried to make a mockup with one texture and a material that is additive.

the parameters of the material are set partly randomized inside the construction script of the blue prints that hold the material on box primitives


This is the result

You can download the project here


Find Min Max values from Component Bounds for "Make Box" in the blueprint editor

Tutorial / 24 June 2020

Useful vector math friends helped me with.
Usually this friend is Jan Kaluza :)  Check out his ressources

https://twitter.com/jkashaar 
https://twitter.com/i/events/1064095060319498240 
https://www.artstation.com/broadstrokes 
https://www.youtube.com/channel/UCQo-M_M9BVl6ByloRxAMiYQ 


Find Min Max values from Component Bounds for "Make Box" in the blueprint editor



  



First Steps in Oculus Medium

Work In Progress / 16 June 2020

i made a first weapon concept in oculus medium.
the concept itself is meh but it is my first one and i have to learn a thing or two about industrial design.
but testing out shapes in oculus medium is ultra fast and much fun.
you can get lost for hours under your VR headset
i did not use the highest resolution tho.
some modeling actions are also very inaccurate in VR. 


Make the player slide on ice / low friction ground

Tutorial / 25 February 2020

this video tries to explain how to detect physical surface types of materials the player walks on and set some movement component settings accordingly to fake a slippy ground. i.e. make the player slide on ice or any other slippy surfaces.


Unreal Engine Simple Water and Glass

General / 26 January 2018

in a recent lecture i just covered reflective materials like glass and water again.

Water

since my last approaches were too complicated i tried to make the water material as easy as possible. sure it is then limited in its features, but it looks ok and has around ~350 instructions. the biggest problem might be, that there won't be any depth fade for intersections with this method. and obviously no volumetric depth which is not possible currently anyway as far as i know. pls comment if i am wrong on this one.

The Material Instance was modified this way 

download the normalmap here

this water looks ok with planar reflections as also with a box reflection capture

box reflection

planar reflection



Glass

glas works pretty much the same as water but without the animations. also it has a switch for the use of a glass surface normal.

since glass is not animated, the non planar reflections look a bit meh on it and need to be researched more

the material instance was modified like this

planar reflection

sphere reflection capture


conclusion

a limited feature set for reflective materials works great. even without the (superexpensive) technique of planar reflections.

if the glass doesnt use normalmaps and bent surfaces, it wouldnt even be necessary to refract.

for large refractive areas use the refraction mode "pixel normal offset" to reduce visual separation of geometry features.

Moving from Blogspot to Artstation Blog

General / 21 December 2017

about 10y ago i started my old blogspot site

http://saschahenrichs.blogspot.com

pity the old.. it will stay where it belongs..
but now that we are so knee deep in the future, artstation wasn't having it anymore and created the blog of the future!!

so, that is now. blogger.com will basically become the cemetery of blog sites and artstation blog is already fabulous.

see all my coming blog stuff here on this platform!