I wanted to research an easy way of creating every MIP level of a texture in Unreal (and any other engine), in such a way that I could create a unique image, or use custom filters or effects at every MIP level. This would let me create several effects, such as: Use custom filters where […]
Character Clothing – Part 4: UE4 Logic
Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Blueprints First, create a new Actor Component Blueprint Call it “BP_MeshZoneCulling” and open it up… Next to it, create a Enumeration, call that “ENUM_Cullzones” Open up the Enumerator […]
Character Clothing – Part 3: UE4 Shaders
Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Unreal Engine 4 Now we move into the next stage. We now need to do the following: Create a shader than can dynamically cull mesh, based on a […]
Character Clothing – Part 2: Maya
Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Setting Up We now have an approach we can take. We will now turn this into a practical solution. We first need to find a way assign a […]
Character Clothing Tangent #1 – Bitmasks
A typical computer will store an unsigned integer as a 32-bit value. This means we use 32 ‘bits’ to describe a value. A ‘bit’ is simply a value that can be “on” or “off”, or as you may already be familiar: 0 or 1. Computers store numbers using these bits. We can make any number […]
Character Clothing Zone Culling
Table of Contents Character Clothing Zone Culling Character Clothing – Part 2: Maya Character Clothing – Part 3: UE4 Shaders Character Clothing – Part 4: UE4 Logic Introduction When developing characters with multiple layers of clothing, it is very possible you’ll end up with this sort of issue: As you apply layers of clothing, you […]
Approximating Thin Film Interference
Thin Film Interference is an optical effect caused by the constructive & destructive interference of light waves as they pass through a thing medium. This only occurs when the thickness of the film is in the range of visible light (so 380nm-780nm, approximately). This video is marginally tangential, but explains the basics well: The paper […]
How I Work: Maya, Qt & PySide
[I’m improving this page, WIP] There are plenty of ways to get up to speed with an IDE for developing Maya tools & plugins. Anecdotally, I’ve found not many studios enforce a particular IDE for Maya development, so this is how I’ve usually got mine configured. Prerequisites An IDE – I use Visual Studio, but […]
Quick Tip: Sort Translucency (UE4)
If you’ve ever made translucent objects in Unreal Engine, or Unity (or just about any modern 3D engine), you’ll have possibly encountered this issue, where parts of your mesh render incorrectly infront or behind of itself. Why does this happen? The UE4 renderer will render all opaque objects to the various GBuffers first. When rendering […]
Part 6: Concluding Notes
Calibrating Skin Textures During the process of making this tutorial, it has become clear that if you plan on using this technique in full production, you may wish to calibrate your skin textures. Having looked at several sets of skin textures, its clear that black skin textures tend to have more noise and blemish detail […]