"it's simulating a camera, it's a game engine!" ... "amazing... and it's completely useless for games!.." man I love this guy. Epic needs more guys like this too keep pushing limits!
Awesome Lecture! Thank you so much for this. If at all possible it would be awesome to see a video recorded by Sjoerd De Jong on his own time, slower and with more explanation. I understand at shows you have to go as fast as you can but for all us devs the devil is in the details.
Not knowing anything about lightning, this was beyond amazing...the possibilities to change the scene in such an extent and most of it is rather learnable...enlightening video (no pun intended)
Devin Hansen Games as they are now will cease to exist in 5-10 years,and when I say that I mean,you will no longer need keyboard,gamepad,there won't be story,just a alternative reality,where people will spend all their time.
I was just randomly skipping to different parts of the video but never realised it was Sjoerd who narrated it all lol. He was a teacher at a school I applied to. (Not sure if he still works there)
Amazing content and presenter! One thing I've never understood with these setups is how the godrays works with the volumetric textures, specifically how/where the shadows are sampled. Ubisoft had a great presentation of a similar effect using a frustum-aligned/sized 3D texture in AC3/4. But it seemed like they were sampling accumulated lighting in each 3d texel, which doesn't seem like it'd be accurate enough to capture the shadows. There, for each pixel in the opaque gbuffer, they'd march through the frustum texture to solve atmospherics based on that lighting. Is something similar happening here? How is it capturing the fine resolution of the shadows of the trees in the streaks?
Hourences? horey sheet I remember you from the old UE days, the early days of the Mod Communities. I used your texture packs way back in the day. Great tutorial this helped out alot, I will continue to try my best on this path to development.
Are the particles only visible in play mode because I've re-watched this video over and over but still cant get the particles to appear in the scene. They appear in the scene but when shaders finish compiling all the particles disappear.
Every tutorial: don't use too many dynamic lights!! This guy: this particle system is made of dynamic lights. Okay... I guess you don't have to be that careful with dynamic lights xD
Well, dynamic lights with the shadows turned up to max will basically break most systems with just a few lights. You can get away with dynamic lights in entities and so forth if you calibrate the shadow settings for each case. Sometimes you don't need shadows at all, just a glow to give the proper effect.
Awesome stuff! Following along at home it did not work. :/ Would love for him to create this fog from a blank project and the ground up in a separate video.
dont feel bad, while I have fog, when I turn on viewing of volumetirc lighting form 'show' menu, I have zero of those 'spheres's of reflection in my own scene, not one. Any idea why ? thx
много воздуха в такой важной для новичков теме!вроде такой понимающий человек показывает новинку,уж можно было бы уделить время и записать пошагово как это делать!получается 90% бесполезной информации для новичков ,в итоге в коментариях продает свою сцену по ссылки на магазин.я если рассказываю то что узнал то делаю это очень подробно что бы любой смог повторить пошагово.в чем смысл тогда этого видео -типа подразнить нас смотрите какую можно делать красоту,)ну как ее делать конкретно пошагово я вам не покажу-переходи в магазин там за 5000 рублей покупай).если можно пожалуйста запиши подробное видео как сделать свет пошагово это 10 минут делов при наличии знаний,обычные божественные лучи я и так знал как создавать без этого видео ,ну как именно все сделать с пустого проекта,облака атмосфера настройки этого ??это же не долго делать зато нам это бы помогло кто не может сам догадываться из неполной информации. типа смотрите какой у меня есть крутой материал))))залетайте в магазин.брат ну зачем так издеваешся над нами??просто тянется рука за дизлайком т.к потратил зря 25 минут,в итоге даже частицы не получились.еще носит звание евангелист ue).
You are not alone, I am in the same boat. I can't stand when Tutors bring in some premade nonsense. Now I can't retrace his exact steps. Buddy said he worked out on it for "over a day". Then he says, "nothing special going on, very very basic." So wtf, did you work on it for over a day? or am I suppose to get the same results in 5 easy clicks? -__-*
I do not see thos spherical volumes everywhere or even a few, in my large world comp scene. what setting am I missing to see them. I've enabled volumetric lighting, have 2 lightsources and exponetial fog as well as seen here, and nothing, I just want to make sure my visuals are ok given I don't see these anywhere.
I would love if someone could answer these questions; can this effect be achieved in the same capacity with Dynamic Lighting as is, and is there anything being done regarding the current state of Dynamic Lighting and Global Illumination in UE4? Dynamic Lighting is quite limited in comparison to pre-baked lighting, reacts in unpredictable ways compared to other engines. You have to force GI currently through a console command, and it has a number of limitations itself. Any news on when this will be addressed, as I am currently building an open world game with the requirement of real-time dynamic lights! :) Thank you for your work, and thank you to Sjoerd for a brilliant introduction to these fascinating possibilities!
I can't really about the GI, but volumetric fog definitely works with fully dynamic light, but I think you get a little less possibility to manipulate all the possible aspects of it.
Either you have very big maps that are populated with lot of stuff,or you just have something wrong with your pc,because i have trash pc,8GBddr3 ram,i52500k,gtx 1050 and it runs like dream,you can't keep adding stuff in any engine without level streaming,lod,basically optimizing your game,because it will start to run slow,it's like that with any engine,but because we can't see what you have on your pc,we can't really give you specific answer.
I added a "Skel Vert/Surf Location" and "Exposed Parameter", it picked up the Particle System, yet when I go to input my MESH as the ACTOR nothing happens! I also notice in the demo that Sir De Jong has "Curve Editor" values, perhaps this is where I'm having troubles with?
I know its 4 year old video but when I add "skel vert/surf location" in to my particle system, I got and error within it saying " NO ASYNC TICK " and no particles are generated. Any body know what's that about ? or where to look for solution ? so fat i found such error on unreal engines forums but no solution at all
I have a rookie question: My light module for my firefly particle doesn't do an effect like that in volumetric fog and I'm busting my balls to figure out what is wrong? Does anybody have an idea? Is there prelimenary step for that effect?
probably he is using dynamic lighting for demonstration purposes, dynamic lighting runs in real-time and needs no baking, but it has a much bigger cost.
It's got to do with the Lifetime I think. Play around with that a bit (: I put in 2-5 seconds. 10 was definitely too long and I had like a huge fog cloud in the end. When you have a lifetime of one second, its gonna look like popping, because they disappear and appear.