Posts

Egad

One line Unreal Engine 4 (mac os) Review: Doing Ue4 development on a Mac is not a great experience. Update: https://issues.unrealengine.com/issue/UE-23624 Just ran into this one... cleaning your project in XCode nukes the actual editor . Case in point.

RenderDoc

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Probably familiar to any TA or Engineer who deals with their graphics pipeline, RenderDoc is a tool I have found incredibly useful for debugging graphics in Unreal. Formerly a Crytek internal graphics debugging tool, it was released to the public in 2014. The tool is developed by Baldur Karlsson, and it boggles my mind that a tool this gosh-darn useful has been given to the public for free. Kudos to Baldur and to Crytek. Previously I was using NVIDIA Nsight to view and debug runtime atlased textures, and it was quite slow and somewhat unintuitive to sift through the outputs to find what I was after. RenderDoc on the other hand is not only fairly straight forward to get running, the turn around time to get meaningful output for frame-debugging is extremely rapid. For Ue4 integration I'm using Temaran's RenderDoc Ue4 plugin , which makes frame captures in game as simple as entering a command on the command line-  RenderDoc.CaptureFrame Check it out if you need to know more abou...

Substance Designer foray

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I'm pretty late to the whole substance craze, having spent three years in a mobile development environment where textures larger than 512x512 caused eyebrows to raise within the engineering team. But I kept hearing things about it being amazing, so I thought I'd give it a shot. Here is my attempt at a "hand painted" look, based off of similar processes I'd use in Photoshop. The texture is generated using an exported sbsar material and... well, thats it. I saw a nice example online of using a switch to swap out gradient maps in a material which allowed me to create a bunch of looks in the one material. This tool makes me happy.

A Quick Checkin- Clion, Unreal and Mac

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Super quick check-in. Hello world! For the last year or so, I've been working with Echtra Inc. on a great project as a Tools Engineer/Technical Artist guy. The project is using the Unreal Engine, which I like more and more every day. On Windows, C++ plus Visual Studio Pro and Visual Assist is a great combo, and I happily churn through my daily tasks without fighting the tools too much. Not so on my Mac at home. Programming in Unity on a Mac is great! Mono Develop isn't amazing, but it isn't terrible. But Unreal on a Mac. I want it to be fun, I want it to be possible, but I just can't get myself to like, let alone enjoy, XCode. On that, for anyone thinking "well, you could just use blueprints..." etc, I feel it's too much of a shackle to not be able to just dive into the guts of it. C++ or bust. So anyway, I recently adopted PyCharm at work and really enjoyed using it for my Python tools. I noticed that JetBrains also made an IDE called CLion , and they ...

Substance Painter Tutorialをやってみる⑰

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Substance Painter Tutorial – Fundamentals 17: Exporting textures 要点まとめ テクスチャの出力 ここまでで作成したテクスチャを仕様にあわせて出力します。 UE4やUnity5向けのプリセットやまた、自身でカスタマイズしたエクスポート形式などが組み立てられます。 使い方 ショートカット:Ctrl+Shift+E…エクスポートウィンドウが起動

Substance Painter Tutorialをやってみる⑯

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Substance Painter Tutorial – Fundamentals 16: Emissive effects 要点まとめ エミッシブの追加 いずれかの部分に対して、光らせたい箇所(自己発光体)があった場合、 エミッシブマップと呼ばれるチャンネルを追加することがあります。 前述の半透明の取り扱いと同様に、 TextureSet Setting より"放射性"のマップを追加します。 また、発光物をより発光させて見せたい場合は、 ビューアー設定の"EmissiveIntensity"や ポストエフェクト"グレア"等の値を調整を行い、マップの作成を詰めましょう。

Substance Painter Tutorialをやってみる⑮

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Substance Painter Tutorial – Fundamentals 15: Opacity 要点まとめ 半透明モデルの取り扱いについて 半透明を取り扱う場合は、シェーダー種の変更とテクスチャセットの追加が必要となります。 TextureSetSettings  チャンネル→ 不透明度 を追加 ViewerSettings  Shader: pbr-metal-rough-with-alpha-blending を選択 これでアルファの設定もできますね! また、パンチスルー(二値抜き)の場合は、Shader設定をwith-alpha-testに変えましょう。