[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: ue.png (4 KB, 248x203)
4 KB
4 KB PNG
Am I hallucinating or was there an Unreal Engine General (/ueg/) at some point? It was nuked when the moderators did that oopsie a few months back, wasn't it? I double checked on /vg/ too but it doesn't seem to be there either.
I'm making a new /ueg/ then, please forgive the absence of links and other useful information normally associated with such kinds of threads but I was never a regular and therefore did not save them.

What're you up to anon?
>>
Recent Unreal Engine is so bloated I'd rather use UE1 or UE1.5 if I ever want to use UE at all. Those were actually super moddable btw, something completely nonexistant in modern engines.
>>
Want some copypasta anon?
> Tried UE, it's fucking 30GB download, I had to wait for half an hour for it to open for the first time, all controls in viewport are different to any other 3d related program I've ever used, the GLTF import screen has so many option it took 10 minutes to read. Imported light still didn't look anywhere close to how it looks in Blender both in "Standard" and "Raw (Deprecated)" light export modes. I used a 3rd person character preset for project and I couldn't run it because it lags too much and I didn't bother to figure out how to make collisions work at that point, navigating scene in viewport also lags quite a lot unless I choose unlit mode to turn off the lights. Overall, I'm sure there are probably ways to handle all this in UE, but it probably will take way more time than working around it in Godot. I also finally have a good idea of biggest reason of lights being broken in Godot - it's probably because I used radius in Blender and it doesn't export, in Godot size stays 0. So this is something I will try fixing next, only using 0 radius point lights on Blender side.
>>
File: sos.png (1.25 MB, 1035x597)
1.25 MB
1.25 MB PNG
I'm getting 2 problems with lighting and would like to request assistance please:

1) lights on the left are supposed to be RectLights and yet they're behaving exactly like Point lights. I don't want that, I want what is essentially a spotlight but square, which RectLights are supposed to do. What am I doing wrong?

2) the spotlight lighting the table on the right is supposed to cast shadows in-game: in the editor it looks fine but in-game it's not casting them. What am I doing wrong?
>>
>>1001764
>Unreal Engine is so bloated
I hear you. If they made a indie-friendly variant that is lightweight (without all these features professional game or movie makers use but that a small time dev will never bother with) and more intuitive they'd eviscerate the competition in that field like Unity and Godot
>>
>>1001767
if youre not using inverse kinematics or behavior trees or mesh cutting or custom shading then yeah use unity or godot. bye.
>>
>>1001776
You're telling this as if you can't use all that in Unity or Godot. Maybe Behaviour Trees is some specific fancy system in UE, but custom shading is just basically being able to write shaders?
>>
>>1001780
what about editing bone weights and constrains?
>>
>>1001780
a behavior tree is some paint by number graphical node based programming thing thats used to gimp prospective programming student's developement.
its a big cartoon videogame you can play that does all the hard work of writing a switch statement for you
>>
>>1001839
No idea what's that. Can't you do it in Blender where you model and rig and animate in the first place? Or is that something specifically for ragdoll physics?
>>
>>1001766
>RectLights
Looks rect to me tbdesu. Why is light from the tubes leaking over the shelves onto the wall like that? But maybe check your light's doors or something I'm not really sure what you're looking to accomplish.
>>
File: 1603303832466.jpg (173 KB, 1252x954)
173 KB
173 KB JPG
I really want to make a UE5 cinematic of a sci-fi train traveling on a high-rise bridge over a large forest environment but I'm in a total rabbit hole of how to approach learning everything. I have an educational license to autodesk so I have access to maya/3ds max and I've started learning the basics of modeling. how to build a train/bridge... how to animate a train... how to create a realistic environment.. how to create a great virtual camera for the scene... it's so overwhelming
>>
>>1001882
>Why is light from the tubes leaking over the shelves onto the wall like that?
That's exactly the problem I'm looking to resolve, I opened a Unreal thread about it but to no avail. I did adjust the barn doors to no avail, alas. I just want the RectLights to act like Area Lights in Blender, just a square cone of light
>>
File: 1732029623704.jpg (24 KB, 523x319)
24 KB
24 KB JPG
>>1001997
Never used Blender so idk but that sounds like how I remember rect lights working. If you want to simulate light from the tubes you can just use a point light but stretch it out with source length. If it's still leaking maybe try making some fake shadows.
>>
>>1002000
>If you want to simulate light from the tubes you can just use a point light but stretch it out with source length
I like this idea for a workaround, I'm about to hit the sack so I'll test it tomorrow, thank you for the suggestion anon, nice trips too

Also, I figured out why my RectLights behave like Point Lights, and that's because our project is using the forward renderer, which doesn't support RectLights, so what ends up happening if you put them in your scene is that the engine converts them into Point Lights (but still leaves parameters unique to it in the settings like Barn Doors for example which isn't very transparent and just confuses the user as was my case, but it's ok, now I know what the problem was)
>>
>>1002030
>forward renderer, which doesn't support RectLights
Goddamn that's fucked, I've only ever used deferred so that's new for me too. Good luck with your project anon.
>>
>>1002043
Yeah, forward can't do area lights. It's a technical rabbit hole
>>
File: 1707525504753130.png (38 KB, 305x219)
38 KB
38 KB PNG
>>1001762
explain nanite pls no dumbing down
>>
>>1001762
So nanite works with skinned meshes ie characters now, topology, polycolounts, retopo - all btfo or? Just need to find away to texture sculpts now because substance can't handle anything above a million polys and polypainting sucks
>>
>>1002065
>So nanite works with skinned meshes
No? Did I miss something? Because this would be huge. ยจ
>topology, polycolounts, retopo
If they actually got it working, yeah.
>b-but animation
Topology only matters for animation because of low polycounts making each triangle matter because it will be visibly fucked up during animation. High polycounts don't care about animation and topology because it's such high frequency that it will not be visible that there's a single rigid flat triangle in the elbow.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.