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Showing posts from June, 2018

Accurate velocities from vertex deformation

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The above is a wonderful example of how great vegetation foliage can look in UE4. The above forest valley scene is by Douglas Davis. The rest of his amazing work can be found here: https://www.artstation.com/artwork/gaQoZ So, this is just a quick one as it's something that I keep having to come back to but strangely not many people know about it. When adding foliage into a scene you often get a strange morphing movement effect. The first reaction is to think the animation or frame rate is to blame, but usually, this is being caused by the temporal anti-aliasing (TAA). This happens when using masked material with vertex animation as the temporal anti-aliasing reuses results from past frames and blends them together It needs a sort of history buffer with anticipation of where it will move next to have fewer artefacts. This can be achieved through the use of motion vectors. Open Project settings, Rendering, and then Optimizations. Find the tick box for Accurate velocit

VR Design Process - User Interface

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Building a better experience in VR is an exciting process. Over the years we've found and listened to some great advice and theories about this. As the technology develops and user popularity grows, the need for better interfaces forces us to rethink traditional methods. Two great developers are Michael (designer and prototyper on the Google Daydream team) and Mike Alge with his VR Interface Design Manifesto. (Who also now works for Google) You can check out the full videos below: https://www.youtube.com/watch?v=-mcXAMDch7s https://vimeo.com/116101132 This is my collection and research of best practices for User interface in VR. User behaviour is vital when designing an interface. There are many design considerations to consider including traditional graphic design and human evolution. As a user, we all want Premium experiences. this needs to be present in all parts of our product. The title screen and interface design is often the first introduction to our w

Gaslands - Car Tutorial Show Case *Updated

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Thanks to the Universal Head over at The Esoteric Order of Gamers, I'm hooked on a new tabletop game. If you don't know what I'm talking about, check him out here: https://www.orderofgamers.com/ ...And I haven't even received my rulebook yet, but I'm already building miniatures. So what is this new game, I hear you ask? Gaslands is a tabletop game of post-apocalyptic vehicular mayhem. With fast and cinematic rules, it is designed to be played with toy cars, allowing players to ram, skid and race their way through the wreckage of a burnt-out Earth (or another planet). Gaslands is published by Osprey Games and is easily available on the internet. I got mine at www.bookdepository.com  as they do free shipping worldwide! For more info about the game, check it out here: www.gaslands.com After watching several videos and recently finishing a post apocalyptic VR game at work, I was in the mood to do some physical kit bashing. Although I've been playi