Mesh to volume texture technique!

  Рет қаралды 4,978

Ghislain Girardot

Ghislain Girardot

Күн бұрын

Пікірлер: 19
@importon
@importon 4 ай бұрын
very cool! can you show us how to use this baked volume texture with heterogeneous volume?
@Tylru
@Tylru Жыл бұрын
It might just be my own incompetence, but it seems the blueprints from Patreon no longer work in 5.2.1 At least, the RT doesn't output anything at the moment.
@ghislaingirardot
@ghislaingirardot Жыл бұрын
Roger that, I'll check it out asap
@ghislaingirardot
@ghislaingirardot Жыл бұрын
Seems like I do have the same issue in 5.2.1. Will investigate what's going on asap. Sorry for the inconvenience. I think it's best to move away from the procedural mesh component and rely on geometry scripting now, so I might just upgrade the project to it
@Tylru
@Tylru Жыл бұрын
@@ghislaingirardot No problem at all! Thank you for checking it out so quickly. I'm glad it wasn't just me being unable to get it to work 😅
@ghislaingirardot
@ghislaingirardot Жыл бұрын
@@Tylru Hey! I pushed an update on Patreon. I upgraded the project to Geo Scripting in the end. Lemme know if you find any bugs!
@Tylru
@Tylru Жыл бұрын
@@ghislaingirardot Amazing, thank you Ghislain! You're a star :) When I get time to check this out again I'll let you know how it goes :)
@刘敏-y9r
@刘敏-y9r 10 ай бұрын
Hello, how can this volumetric cloud material be generated without using the volumetric fog component?
@ghislaingirardot
@ghislaingirardot 10 ай бұрын
Hi! This is not a 'cloud' material, just a basic raymarching algorithm to step through the volume texture and build up a 'density' value (which is essentially what a cloud shader does, but in a more intricate way)
@ImaginaryBlend
@ImaginaryBlend 2 жыл бұрын
How do you find time to make so many videos and new experiments? Do you even sleep sometimes? btw: It would be simpler and cheaper to use world position offset for rendering tiles instead masking. :)
@ghislaingirardot
@ghislaingirardot 2 жыл бұрын
I do sleep, but I do work a lot as well :P Hmm not sure what you mean exactly with world position offset but yeah I guess :D? There's always many ways to do things. I actually didn't care about performance here tbh because it's an offline tool so usually performance isn't much a concern unless it's insanely expensive and takes seconds to compute :)
@ImaginaryBlend
@ImaginaryBlend 2 жыл бұрын
​@@ghislaingirardot I mean all those nodes in M_RT_GhisMeshToVol_Slices (3:07) can be replaced by 6 nodes with using WPO and sampling at the default tex-coord location. You only have to calculate the location/scale of quad and offset verticles. You are right, in this case, performance does not matter but it is just good practice, additionally clean and easy to debug/understand, I thought that it's worth noticing maybe next time you will consider this way :) Keep doing good work!
@ghislaingirardot
@ghislaingirardot 2 жыл бұрын
@@ImaginaryBlend Right, but I'm not rendering vertices in this material though, it's a rendered image of the cap mesh that's composited into an atlas texture using a simple DrawMaterialToRenderTarget node. So I fail to see how the WPO is involved here. I'm probably missing something :D I guess you could make the scene capture component render the sliced cap from below at the atlas dimension directly and move the sliced mesh using WPO tile by tile and skip my material setup. You could also probably use Shared:Clamp on the texture sampler and just shift the UV coordinates to have that captured image show just one time on the required tile... And a million other ways :D Anyway... I'm probably too brain dead right now to understand what you mean but I'll assume you're right :D Thanks for the feedback, always appreciated :)
@plasid2
@plasid2 2 жыл бұрын
Make some fluid stuff pls
@ghislaingirardot
@ghislaingirardot 2 жыл бұрын
Not on my plans, no. There's plenty of great ressources out there to get you started with fluid sim though: kzbin.info/www/bejne/n3ykh4WdfteIhbc
@plasid2
@plasid2 2 жыл бұрын
@@ghislaingirardot ;(
@rtea_academy
@rtea_academy 2 жыл бұрын
The main problema is the ilumination with raymarching. Because in fact everything is a fake. I consider more interesting that you explain how can you iluminarse this pseudo volumetric assets, since to do even with blender you can prepare with fragments of slices frame camera shoots, without use Houdini. Resume this one, explain us like you can light this pseudovol. Thanks.
@ghislaingirardot
@ghislaingirardot 2 жыл бұрын
Oops I forgot to include Ryan Brucks' blog in the video description. Ray marching, and Volumetric lighting overall, is all explained in one of his blog post, including HLSL code. Have fun :)
@rtea_academy
@rtea_academy Жыл бұрын
​@@ghislaingirardot I know Ryan. Iam asking you if you can explain us this great solutions. Thanks you any way Guy!!!
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