This looks incredible, can't wait to use it in my game! Man this dev is damn amazing lmao
@itsmebvg23 күн бұрын
@@alexrobu398 Thanks haha, very kind of you. Good luck with your game!
@DeepfakesARАй бұрын
Great! you made it look the same in the first minute! 👏👏👏
@stefanschuchardt5734Ай бұрын
WHAT THE FOG?!
@itsmebvgАй бұрын
10/10 comment! 🤣
@stefanschuchardt5734Ай бұрын
@itsmebvg GET THE FOG OUT!
@yantingye167717 күн бұрын
This tool is really great, it takes the game graphics and atmosphere to a higher level.By the way, which UE asset is used for the puddle decals on the ground?
@itsmebvg17 күн бұрын
Happy to hear it, thank you! I though I used Quixel decals for the puddles, but just checked and they're from a pack called Surface Decals: www.fab.com/listings/e70174bb-4116-4561-879a-89c84f72639d
@magedmohammed867417 күн бұрын
I am using Horror Engine and bought the ultra volumetrics and it's amazing it completely changed the mood of the game for the better, but regarding the flash light mechanics. Horror Engine already come with one and it's first person, so should i add the third person component? and what should i add to the flashlight blueprint to make it able to interact with the fog?
@itsmebvg17 күн бұрын
That's great to hear! Thanks for sharing. In your case, you don't need to use the third person component. You can add it to another actor if you want if you can think of a cool mechanic for it. To use the flashlight interaction it's relatively simple, you essentially sent two different interface events (or messages) to the interaction controller. For now it is probably easiest to open the BP_UltraBot character in the demo map included with Ultra Volumetrics and see how it's done there. If you want some assistance, let me know and I'll help you out over e-mail or on discord. I'll also have a video tutorial up soon that goes over the whole interaction system =)
@x4loviGamingАй бұрын
Just what i wanted ! Thank you very much i did not play the game yet but saw my friend playing and saw the fog within it is amazing !! but could you make the fog that collide with the buildings and objects like a flame it really looks nice and how can i increase the quality of the fog visually ? Thank you
@itsmebvgАй бұрын
Thank you! I think I understand what you mean, and I think what you are looking for is Distance Field based fog. The parameters tutorial video has a section on it: kzbin.info/www/bejne/b4vSnqlurrOBqas As for the quality, you can increase the volumetric fog quality with console commands, but an easier method is to use the EditorTools editor utility widget provided with Ultra Volumetrics. Here you can learn how to use it: kzbin.info/www/bejne/m2S3payeataSptU I hope this answers your questions, let me know if you need help or if I misunderstood something =)
@simonb1009Ай бұрын
Good asset! Is it possible to merge with UDW ?
@itsmebvgАй бұрын
Ultra Dynamic Weather? Yes, no problem! Just enable volumetric fog in the UDS actor, I have a Getting Started tutorial which goes over it =)
@gabocavallaroАй бұрын
Thaaanak you very much! Looks amazing. A quick question the BP_Ultra volumetrics are Blueprints coming with the example or you custom made it?
@itsmebvgАй бұрын
They are included, as well as various others not shown in this video =)
@gabocavallaroАй бұрын
@@itsmebvg Niiice thanks!
@lz4090Ай бұрын
Nice, I forgot i have this produce hehe, will use it back soon. May i ask if there are newer optimizations stuff in the newer versions? Also is the fog or the volume get called beyond the players FOV and if being occluded by another large mesh, or is it being rendered still? thanks
@itsmebvgАй бұрын
Yes, there have been substantial optimizations! Not only in reducing memory footprint but also in shader compilation and obvious things such as channel packing. To answer your second question; It depends.. the fog is rendered inside a volume, like a box. Let's say for example that the fog has a nice falloff or the opacity is 0, but the invisible box that encompasses it is still visible anywhere in the players FOV then it is still rendered. But if a large mesh occludes the volume, then it is culled. I hope this makes sense. I did add correct culling distances in the latest update that match the 'far fade distance', so that's also a performance gain in terms of possible overdraw.
@LostLifeTheGameАй бұрын
How good it is for open world game?
@itsmebvgАй бұрын
It's perfectly fine for open world games as well, but one thing to keep in mind is that with volumetric fog, you have a more limited draw distance. So for far away views in the distance you would use 2 fog cards generally and when getting closer it would transition to volumetric fog. This is usually the way to go about it when trying to keep good performance.