UDK DXD11 FUN (tesselation, img based reflections and SSS)

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UDK DXD11 FUN (tesselation, img based reflections and SSS)
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@JabelsJunior It is really simple process, what u need to do is:
-run udk in dx11 mode
-create material and check image based reflections in properties
-create light open its properties and chose "use image spectacular"
-add some image reflection and image reflection scene capture actor (need to rebuild for this)
-play with settings and maps in material editor

piroman
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I'm actually really impressed by their SSS. It's fuxin nice.

xalener
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@iLikeTheUDK not really it is just post-processing effect achieved trough material functions but u can make fog using scene depth

piroman
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@staticman0 just standard sss material with custom scatter colors introduced in last build

piroman
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@MrTehJokester u need to enable dx11 first then create material and in properties check IMG based reflections and place special actors in scene that will be reflected check udk reference for details

piroman
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@piroman665 ahh cheers, i managed to get the point light reflections and the specular stuff, but the image reflection scene capture stuff i couldn't figure out

Thanks for the heads up
Love your work by the way :)

don't wanna be a pain but subsurface scattering is also proving to be a bit of a bother, what kind of things did you do in the material editor to get those results?

JabelsJunior
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@piroman665 thanks i appreciate it!
ill check it out

great stuff, look forward to seeing more of your stuff

JabelsJunior
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@JabelsJunior image reflection scene capture actor actor placed on object basically captures the color of underlying geometry so you can see thee reflection of scene.
when it comes to SSS u need to pay attention to scattering color for example skin use to be reddish when ss scattered and radius of scattering good value for start is around 4 for skin, keeping mesh scale in mind of course.
Good idea is to look UDK reference, they presented samaritan skin material setup.
google "udn dx 11"

piroman
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@ncshuriken multiple displacement map multiplying each other connected to tessellation height factor, and camera/world position for distance optimization

piroman
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So THIS is why I need to get a DX11 card! I love the Unreal engine, but I've always thought the "fake" pseudo reflections it used in its games looked kinda shitty, especially when you examine the reflection of a window in a city, and its ACTUALLY a reflection of the inside of a spaceship or a mountain range. Having said that, I understand why they chose to "fake" the effect for all these years.


ncshuriken
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I think you can create actual fog with light scattering inside it with SSS.

iLikeTheUDK
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@ncshuriken yeah but the sad thing is that it only reflects special actors placed on surfaces like u can see on windows for example, not whole environment and for dynamic actors u need to place special reflection actor on the ground to see the black reflection like thing

piroman
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you mean only dynamic. Lightmass still bakes the GI solve into SH samples in a dynamic light environment.

TheSpectronaut
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@mondayriot first you need to run UDK in dx11 mode create some materials that supports IMG based reflections. Check online reference where u can find guide for almost all dx11 features

piroman
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@piroman665 hello, i wanted to ask how you got imagebased reflections to work, i've been trying to use reflection actors but they dont seem to be working, are you using screencapture reflection actors to get your reflection textures?

JabelsJunior
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how did you get the dynamic reflections on the objects?

mondayriot
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@superkellerman8D nope only real-time lighting

piroman
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How'd you get that DICE-like SSS on the fluid thing?

staticman
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I can't find that wax SSS of yours! I need a tutorial about that!

starduck
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@FCB87 last build do in dx11 mode, Shifting is caused by crappy normal, i just forgot to replace

piroman