Made a tool that can scatter instanced meshes on a mesh based on a mask texture inside Unreal. As a next step, this should be fed into a procedural mesh component, to be able to bake a unified static mesh from them.
#UE4 #madewithunrealpic.twitter.com/kcchKs9S7e
Yeah it's from this, it's an old technique used for rendering fur by extruding triangles based on N.V so the pixel coverage only extends to the silhouette, so you essentially end up with quads on the silhouette of the model
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I'll take a look but I'm kinda concerned that the update would be very visible when you are turning and the fins blend in and out. I'm also not sure if this is a real deal on modern hardware. The more optim you go the better it is of course but still.
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I had this scene set up in unreal earlier. Back then I did the scatter in houdini though but thats slow. The performance in unreal was absolutely fine. So the fins method kinda feels like shooting at a bird with a cannon. https://us.v-cdn.net/5021068/uploads/editor/jl/8oc3eubixurc.jpg …
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