CGMasterTraining: UDK DX11 - Real Time Hardware Tessellation

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CGMasterTraining: UDK DX11 - Real Time Hardware Tessellation
Learn to harness the power of Real Time Hardware Tessellation to really push the quality of your models, enabled through DX11 within Unreal Engine 3.
Instructor: Shane "Tibius" Barber
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Thanks for making this video. It was exactly what I was looking for! :) Great teaching as well as video quality. Quick question, have you ever added a custom character into UDK that plays different animation based off of the player walking through various trigger volumes? Thanks again for the video.

nickzucc
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That is because it is not a magic, information-generating technology, but instead 'just' a clever use of the graphics pipeline. If you watch closely the grayscale image he lerps on is telling it how to add the geometry.

In the Endless City demo the ability to move quasi-infinitely in any direction does not mean it is all in memory at once. Whats cool is you can zoom in: the detail is only used when it is needed (so it keeps the vertexes per pixel near constant).

Kethis
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that geometry is added dynamically is what i understood till now. sure endless geometry sounds a bit confusing. But doesnt it mean that you can put models into the scene which consist of millions and millions, and millions of polygons and render them in real time. Nvidia showed a demo called Endless City and said that with tessellation the city could be almost endless. To me tessellation sounds like a super revolution to rendering geometry in real time but i cant see anyone who is freakin out.

plavix
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It's not really made to create endless geometry, but rather to add detail geometry dynamically.

micahpharoh
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World displacement will be greyed out until you change the D3D11Tessellation Mode to in the D3D11 options of the Material Editor window.

Dirigius
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when i place my texture, it is just black, i have light in my scene.. but when i add my tesselation texture, it just gets black in game

Matthew.
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Another way to switch to DX11 is File>>Switch Renderer>>DX11.

MrBionicPanda
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Hey im having a slight problem, i restarted Unreal in Dx11 mode (it says it in the top left) but when im in my material editor the "world displacement" option is still greyed out and i cant plug any height maps into it. Any ideas ?

smudge
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Yes mine also have you found a solution yet?

Laban
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so DX11 is a kind of technology to render endless geometry? dont understand.... everyone talks about tessellation and it seems like you could render endless polys... but no one points it out clearly....

plavix