Virtual Texture support for your project enables you to create and use large-sized textures for a lower—and more consistent—memory footprint at runtime. RVT supplies an efficient way to render complex, procedurally generated, or layered materials. This makes RVT ideal for rendering complex materials for Landscapes. It enables improved rendering performance and workflows for Landscape Splines, decals for meshes and materials, along with general Landscape and object blending. The unreal Sensei provides a great tutorial on how to set up virtual textures: The unreal engine documentation can be found here: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/VirtualTexturing/ The process is divided into four parts: 1. Enabling VT in the project 2. Creating Runtime Virtual Textures 3. Landscape Master Material for RVT 4. Asset Master Material for RVT 1. Enable virtual Textures and mobile support in project settings. As simple as it sounds, also enable mobile support. The projec...
Volumetric lighting is something I've been using more and more in my projects and slowly, I'm starting to get the hang of it. With each new version of Unreal some interesting updates happen. Unreal Engine recently had a fantastic session at GDC 2018 covering this. Here are the main points. The first thing you'll need to create is a simple Directional Light. This represents the direction of the light from the sun. The Skylight is the indirect lighting that gets caught in the atmosphere. It comes from all directions back into the scene. The Skylight takes a cube map from the skydome image and gives precise richer colors and more light bounces. These can be configured in the World Settings under Num Sky Lighting Bounces. Volumetric lightmaps have replaced the sparse volume lightmap system and now has many more samples and a much larger density. This can be adjusted for larger scenes in the World Settings under Lightmass. Volumetric Lighting Detail Cell ...
Hey internet, another quick post about a hugely talented artist called Dzung Phung Dinh. I was looking for a tutorial on how to make realistic subsurface scattering materials for human skin and found this amazing page. I'm not going to repost it all, if you want to learn how to do it, check it out here: https://80.lv/articles/secrets-of-human-shaders-in-ue4/ Dzung Phung Dinh got the 1st place winner in modeling demo reel contest of the very first year of Autodesk Contest for students ( CGSA ) back in 2010. Now they call it “The Rookies”. He has been working in 3D graphic industry for 10 years. Working as a Game Artist for Rare UK and on a series of marketplace assets for some Xbox games: Fable III and Halo Reach, Later moving on to VFX/film industry, working as Creature Effect & generalist artist for Double Negative London on feature films like John Carter Of Mars, Snow White & the Huntsman, 007 Skyfall. Now, he's the Founder and Team Lead o...