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OP of the UE4 general here - yep, I was pissed the thread didn't survive for the full year. I was planning to update it in 2019, but didn't really pay attention in the last few months to notice that it has actually been killed by all the new garbage threads that got opened in the meantime.

Opening a new one, but this time let's add Unity here as well. It keeps getting better and better and it has actually been my main engine for the last few months (still prefer UE4 though).

Hopefully these threads will be more active this year.
>>
Unitys Cinemachine is great! No need to script your own camera controllers anymore.
>>
Why would you use either when offline renderers give way better quality?
>>
>>662555
Honestly, PBR + GI + Cubemaps is pretty great and fast as fuck. At least for artificial subjects like machines and shit it looks pretty close to it's raytraced counterpart.
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>>662555
Just lol
>>
Some mysterious entity is pushing an agenda against Unity. Videos of criticising Unity are popping up all over youtube frontpages like mushrooms.
They are all bullshit, Unity is better than it was ever before.
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>>662869
unity skills dont translate into anything else. Your workflow gets so unity centric that you just end up making the same old shit you see on r/unity except worse
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>>662876
>Your workflow gets so unity centric
care to provide some examples
>>
>>662876
Unity is heavily OOP, which is one reason why it's so modular.
I think it's a better practice to learn OOP in C# than fucking around with blueprints. :I
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>>662869
Unity is going downhill, its not some huge conspiracy.
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>>662881
You can learn C++ and do the project in UE4 avoiding fucking around with blueprints.
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Any tips on how to implement gore/gibs system in UE4 with regular humanoid rigs. Simple stuff like, on death character will play out animation where his head or arms will fall of.
>>662869
It's about new EULA stuff, not engine itself.
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>>662977
Who cares about the eula, literally nothing changed for the end user.
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>>663077
>nothing changed for the end user
>eula
>end user license agreement
doesn't sound like that makes sense
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>>662960
How can I use an IDE other than visual studio in UE4?
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>>662977
Bake the head/arm movements into the animation. Or make the head/arm have a material instance that is separate from the body, then on death make those materials transparent and spawn a head/arm mesh with physics enabled.
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>>662876
Can you explain this? Idk what you're talking about.
>>
Unity is still mediocre in several areas, especially HTML5. But in 2019 it will be boosted in my opinion, past some areas of UE4. Both are capable though.
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>>662555
because game studios require you to display your work inside game engines
>>
someone teach me UE4?(BP)
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>>663386

Do you really think a random person will teach you blueprints? You remind me of stupid pajeets in youtube comments.

"sir I have question can u answer me pls"
>>
Godot is the way
>>
>>663418
kek
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>>663501

Godot is a fucking piece of trash. No LOD support, no occlusion culling, no volumetric fog and lighting, no features for foliage (shader, wind), horrendous performance (worst out of all 3d engines). Nobody will ever use it for anything serious.
>>
>>663418
sir.. siiiiiir!! Oh yes. the real thing :D
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>>663749
>horrendous performance (worst out of all 3d engines).
Yeah, you're always waiting for it.
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>>664386
slightly amused kek
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>>663112
Seconding this. I generally just use MinGW / MSYS2.

I can use VS, but don't really like it.
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>>664453
VS is the Rolls Royce of IDEs you brainlet. It has far and away the best debugger in the industry.
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Unity updated its terrain tools first time since a decade. however, it does not support the new render pipeline and you cant change the material of the grass that goes on the terrain(pink grass) so now you have to choose between using unity terrain or the new render pipeline.

The devs do not have their shit together and its a complete clusterfuck of modules that may or may not work together.

It takes 5 hours to open their FPS arena shooter level in unity for some reason. also when you look into their own demo projects you see how they use one workaround after the other to make things work instead of fixing the problem in the engine. learing unity is about learning how to fix unity's problems its a fucking joke.
>>
https://forums.unrealengine.com/development-discussion/rendering/1564157-raytracing-was-merged-into-dev-rendering
Are those of you with RTX cards trying it out?
>>
>>666286

I can't fucking believe this. How is this going to be useful for games if rtx cards can't even run all the features properly? There's no way next generation consoles will support these features considering how expensive hardware to run it is.

I mean it's great for arch vis and movies, but unreal is supposed to be an actual game engine, and it's really outdated. Every other engine has a real time GI solution that doesn't rely on alien technology. Just look at Cryengine 3, they had real time GI back in version 3 (and CE3 looks better than current day unreal).

I just can't understand the UE fanboys. Sure it's an easy engine to use, but it's so outdated.
>>
>>666437
> "UE is so outdated"
> First RTX api to hit the market

Literally the absolute state of anti-UE shitposters
>>
>>666443


RTX is fucking useless as of now. Will next gen consoles even support the features? When will the rtx cards be affordable enough for most average pc players to afford?

It's not safe to rely on these features just yet, we're still stuck with baked lighting. Cryengine don't need any raytracing for it's GI, and it actually looks better than unreal even without raytracing.
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>>665647
on the other hand, it's better than tencent instantly stealing all of your information on unreal.
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>>662532
We got very close, perhaps 2020
>>
>>662869

But the workflow is still clunky and confusing as hell.
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>>666437
Cryengine is the only engine on the market with something that can actually be called real time GI. Everything else uses a pre-computed baked solution.
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>>666488

Unity has what they call real time GI but it's not even fully real time, requires some baking too. I guess Crytek are the only engine devs who really know their shit about 3d graphics.
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>>666630
to bad they get an F in the usability department
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>>666646
Isn't the latest version pretty decent?
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>>666650

It's gotten better, but it's still lacking many features such as a retarget manager (it's planned though), a shader graph,, animation/mannequin tools are shit and super complicated, no UI editor, you really need a team of competent programmers to make anything out of it. However, as far as the art aspect goes (terrain, level building tools, lighting and graphics) it's far ahead of most engines. Such a pleasure to use for making great looking scenes fully in real time.
>>
>>665647
>the devs do not have their shit together and its a complete clusterfuck of modules that may or may not work together.

>learing unity is about learning how to fix unity's problems its a fucking joke.

Literally the best summery of Unity
>>
>>666651
Sounds like it might be worth giving it a shot. Though I have to say Cryteks rumoured financial instability scares me.
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>>666749

Nah it's lies, they're doing fine. They're just not the big AAA studio they used to be. They're more of a mid sized studio now and Hunts seems to be selling pretty well. They are persistent as fuck, I don't see them going anywhere soon, especially since they're working on a new game.
>>
>>666768
Hmm I'll give Cryengine a shot then. Should be fun. They also seem to be hiring Juniors and Seniors, so I guess you are right.

Wouldn't mind working there desu, really like Frankfurt.
>>
what about cry engine?
>>
>>662869

Unity went downhill with Unity 5. In Unity 5.2, they removed a bunch of rigidbody functionality including taking out directional friction. Then in 5.5 completely fucked up Collider feedback for convex to convex collisions. Collisions worked correctly but On<Collision/Trigger><Enter/Stay/Exit> didn't work properly at all.

That's all been fixed with Unity 2018.3 that came out 2 weeks ago though. So no more complaints from me other than the fact that the animation system is, while easy to use, limited compared to the legacy animation system.
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>>666984
>while easy to use, limited compared to the legacy animation system
explain
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>>662876
Unity is pretty standard and versatile as far as game engines go. Don't know what the hell you're talking about.
>>
As bad as unitt and unreal are i just set up a cryengine project and immediately got 3 errors which elevated to 17 when i tried loading an asset
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>>666999
DO NOT BELIEVE SATAN
>>
>>668765
>666999
It cancels out.
>>
Been meaning to try out UE4 as something different. Also heard that rendering animations via the UE4 engine is faster vs something like vray. Am I supposed to get the UE4 for developers? What if I have no plans to ever make a game in the engine/never release it?
>>
>>668977
>rendering animations via the UE4 engine is faster vs something like vray.
Realtime engines are always faster than offline renderers, but also lack the quality.
>Am I supposed to get the UE4 for developers?
You get UE4.
>What if I have no plans to ever make a game in the engine/never release it?
Nobody cares. Its free for personal use, you'll only pay percentage if you make money, but only for certain things.
>>
>>668990
Cool. Thanks. Yeah, i guess the trade off is with quality, but seeing what can be done with UE4 (based off videos released by them, so kinda biased) it seems to suit my needs. Don't suppose you know any good video guides for animating in UE4? I've just been reading on the wiki and just watching whatever turns up on YT
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>>669014
What do you want to animate?
Usually you animate in Maya, Blender, whatever and then import into UE4.
Unless its simple rotation or transformation which you can do with Blueprints i would not animate in UE4.
The original YT channel should have enough learning material and YT in general is full of tuts.
>>
Well I learned a little bit python but I want to learn C for UE4 or Unity. I've been using UE4 for some years. But people say C# is easier to learn so should I go Unity and learn C# or stick with UE4 and learn C++?
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How do I into shaders in unity anons? Everything I import to it looks like shit.
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>>669049
learning a programming language is easy, don't make your decision based on language
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>>669928
Well, use PBR lit shader graph and learn how to properly export texture maps for Unity and how to connect them in shader graph.
>>
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im trying to find articles or sites that explains how playstation used subdivision in their games, but i cant really find anything. from what i tested with some ps1 titles, the subdivision changes based on the position of the camera and the rotation of it. In unreal i can sort of mimick this with the level of detail or LOD in UE, but its only based on the distance of the camera. or actually you can say its based on how close the object is too the camera, which is probably why rotation affects the subdivision. i havent set up a camera rotation in UE so ill try with that. eitherway does anyone have any thoughts on this?

here are some gifs of what i mean

https://imgur.com/a/mdLHAEv
make sure u maximize so you can see better.
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anyone know why does this happen when I import objects from blender to unity? It's like some faces don't appear...
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>>670877
Try changing the winding of the triangles and see what happens.
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>>670877
Face normals. Not all materials are 2 sided, or 2 sided by default.

Think of it this way: you spawn a flat plane. If you look at it forward, it looks fine. However, if you look behind it, it doesn't render. Your solutions:
-Use a 2 sided material
-Add another side pointing the other direction within your modelling program.
Also, turn on backface culling to see what's happening within your modelling program, otherwise everything will act 2 sided; the default in Blender, so you can't tell until export. Reverse normals or at least modify them if you see the issue in specific. You'll get the hang of it, annoying at first.
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hey guys I got a free "Minimalist flat color" shader I like and imported it from the asset store and all that, but I can't get the unity fog to work with it. Meaning every object that has that shader on it sticks out through the fog. The documentation says that I just need to check the box in order for it to work.
You have any ideas?
>>
>>670582
https://gamedev.stackexchange.com/questions/26823/why-did-the-old-3d-games-have-jittery-graphics
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>>670877
Select all verts and hit ctrl-n, calculate normals
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>>671091
im not talking about why the polygons are unstable, i know why they do that. can even replicate the effect in UE https://gamedevworks.com/tutorials/retro-psx-shader-effect-in-ue4/

im asking why some titles especially spyro subdivide their meshes depending on the camera (which im thinking its related to LOD to avoid affine). i saw some posts(pic related) that mentions good games will subdivide their meshes, and i just want to know more about it. Crash bandicoot doesnt use subdivisions but its not as immersive as other titles so theres really no need.
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What is this called? An interactive menu like this that pops up within the game world?
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>>671554
It's called "Bullshit that obstructs my view"
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>>671554
Diegetic interface
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>>671594
thank you
>>
>>671594
>>671619
Doesn't apply to interfaces
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>>662869
it's corporations trying to bury fan projects
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>>662532
What's the best way to learn Unity?
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>>662532
why is replication so fucking complicated sad faceeeeeeeeeeeeeeeeeeeee
>>
building my game with my own game engine wish me luck on this autistic adventure.
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>>671121
LOD seems like the obvious answer, good games being any that pushed the grafix.
Just email Sony.
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>>672306
but, probably make it in unity since im best at it, though i wonder how much time it would take to make something for a specific 3d game without counting the 3d art work side of things. there seems to be alot of tutorials online for about everything,
anyone know if unity could ban me from selling my game in the future if some how society became anti whatever was in my game?
>>
>>672284
I took a class for mobile game and we had to make a rpg, but im sure you can find tutorials online. I'd say start with building a simple map in the map editor to get things going then just add from there on out. Theres a tutorial for every thing you can think of for that program.
>>
A bit unrelated, but how's Cryengine nowadays? I'd rather not use UE4 if possible due to their Launcher shenanigans
>>
>>672334
they just released this.
Unreal/Unity BTFO
https://youtu.be/1nqhkDm2_Tw
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>>672371
wake me up when they announce a usability update
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>>672371
make way
https://www.youtube.com/watch?v=IPCv6F-IgXU
>>
https://www.youtube.com/watch?v=AG7DDXwYpD0

I CAN ONLY GET SO ERECT
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>>672589
https://www.youtube.com/watch?v=34K8YJOMDRY
DOUBLE KILL
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>>672660
I think I'm going to have to start learning UNITY for MOTION GRAPHICS
The FUTURE demands it.

What's the best A-Z course to follow??
>>
>>672458

Seriously? Godot is still complete trash for 3d and there's nothing ground breaking about 3.1. Where is occlusion culling? Foliage shading? LOD support? Performance is absolute trash.

Godot is for 2d and there's no way it will ever become close as good as Cryengine/Unreal/Unity for 3d. They don't have the necessary funds and are way too behind the curve.
>>
>>672589
I thought this one was better. And doesn't even use ray-tracing. Just vanilla 4.21:

https://www.youtube.com/watch?v=9fC20NWhx4s
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>>672706
holy based and redpilled as fuck
>>
>>672962
It's beautiful, but nowhere close to the BMW demo, sorry
>>
>>672962
Looks great, although it's kinda hard to judge "photorealism" on a sci-fi scene with mostly art directed and heavily processed shots.

>>672967
Same with the BMW demo, for that matter. Closeup shots of random car parts with maximum contrast and artificial lighting that looks like something taken from a TRON movie isn't exactly impressive in the same way either.
>>
>>672962

>do a bunch of landscape photo scans.

>import scanned models and textures.

>no lighting required since texture scans contain all the necessary light data. literally everything is just an unlit scanned model + diffusemap

>move a camera through it

>WOW PHOTOREALISM IN UE4!!!

you might as well project a photo you took on a single quad and say "look at my photorealistic render guise"

this is not impressive for UE4. its only impressive for photoscan tech.
>>
>>673015
>>no lighting required since texture scans contain all the necessary light data. literally everything is just an unlit scanned model + diffusemap
You know scans undergo delighting, don't you? And that you need models with proper topology and UV maps to get close enough to the desired result, even with scans?
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>>673017
You're missing the point pretty hard.
>>
>>673015
The scans don't have any lighting information. If they did, they'd be useless in any kind of production. The lighting is purely Unreal.
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>>673041
Feel free to elaborate. What am I missing?
>>
>>672962
>>673017
>>673044

How do you achieve lighting results like this in UE?
>>
>>673053
Probably with HDRIs and a directional light, and volumetric fog. The main trick is most likely that they used really high texture resolution and rendered the whole thing out in 8k or maybe even 16k before downsampling to 4k, to get the best AA and a sharper image. Also, they were careful with their post processing, using the cinematic DOF option, subtle color correction and film camera like color profiles.

I doubt it runs in real-time if they shoved in 8k textures and used ungodly resolutions, but the result is achievable.
>>
>>673044
>>673017

t. never used scans before
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>>673071
That demo was done with Quixel's Megascans.

So you're saying they don't work with any adjustable lighting and Quixel is selling crap?
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>>673071
>t. never made scans before
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>>673071
Hey, I quickly threw a scanned asset into Unreal, and made two completely different lighting setups. I must be a fucking magician.

You're a dumb motherfucker.
>>
Assembling a small scene in UE4, is there any way to increase the resolution on this dynamic light so the wire mesh fence can cast visible shadows?

Tried some of the stuff listed here https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LitTranslucency but none of them gave me the result I wanted
>>
>>673085

Use opacity masks instead.
>>
>>673087
Awesome man, thanks a lot. I guess the issue with the texture disappearing at higher distances is simply due to viewport resolution?

I have some reading to do...
>>
>>673090
Unreal handles geometry better than transparencies, so the best option would be to model the fence.
>>
got em

Just duplicated the mesh, made the mesh with the opacity mask invisible while still casting shadows and changed the other to translucency and turned off shadow casting.

It aint dumb if it works
>>
>>673083

>notice how every landscape shot in the ad is overcast with no obvious strong custom light source similar to your first image

>because when you actually light a scan in realtime, it turns into obvious video game shit like your second image

>no, you didnt notice that because youre a fucking retard who knows nothing about any of these subjects
>>
>>673113
>the ad is overcast with no obvious strong custom light source similar to your first image
Not him, but that first image was lighted in-engine. You just shot your own argument down.
>>
>>673113
Oh, for fuck's sake...

The first shot has a directional light and skylight. It makes it look realistic because those lights follow physical properties.

The second one has only a point light, meaning there isn't any bounce light from anywhere, and point lights are not photorealistic to begin with. I could have set up a nice HDRI and an area light to get a better image, and increased the tessellation to better match the contours of the texture, but I didn't think I was dealing with a dense idiot.

That scanned object had zero inherent lighting information on it.
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>>673123

>zero inherent lighting information

>every crack and crevice of the model properly occluded in the texture

do i have to explain to you what light is as well?
>>
>>673083
you sound like a dumb faggot
>>
>>673126
Do you know what displacement and AO maps are?
>>
>>673129

>my whole point is that the UE4 video is not impressive tech-wise, because it's just fancy scans + textures, rather than a new impressive lighting model

>i literally just said scan texture data contains tons of important light data that can be used in lieu of having to calculate things like AO on the fly, which is much more difficult.

>moron asks me if i know what AO is

i dont even know why i come to this board anymore
>>
>>673131
So you don't consider it impressive that the lighting tech in UE4 is photorealistic if you give it good data? Try giving fancy scans and textures to Eevee, see if it matches UE4.
>>
>>673132

in overcast lighting conditions (ie, no harsh direct light), the scans themselves determine the quality of the final image because they contain all the occlusion data necessary to give a realistic looking result. normally a raytracer would be required to calculate all the fine soft shadow/AO details, but in this case theyre all already baked into the scan texture.

now, shine a bright, direct light on them (so the engine has to now handle things like shadows, specular, etc)...and you'll see how the engine really performs. notice the example image provided above looks like video game shit as soon as a strong light source is applied to it. but the top image looks good in low or overcast lighting....because that's exactly how it was photographed.
>>
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Starting to get annoyed with these UV errors, does anyone know whats going on here? Its properly mapped in Maya.

You'd think that the maybe it doesnt like the geometry but that wouldnt explain the distortion at the bottom where its just a bunch of quads.
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Fixed it

The grass was fixed by ticking "Use Full Precision UVs" in the Mesh Properties menu (double click the mesh on your content browser or the details tab)

The road was actually a texture problem. I had Substance Painter set to dilate the textures as padding, so it gave me a solid 15 pixels of banding at the top and bottom of all my textures. Just turning it off and reexporting fixed everything.

A lesson for the future I guess.
>>
opinions on bent normals? they look slightly better but i'm not sure it's worth adding yet another texture to materials since the difference is so short
>>
>>673137
They look pretty good to me in direct lighting:

https://www.youtube.com/watch?v=wnt64H-Wouk
>>
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>>663749
>>672706
make your own shaders and your own LOD faggot

show what you are working on that requires those premade features. if you are on this board it means you don't need that shit because your game is simple indie stuff not AAA
>>
>>674474
>if you are on this board it means you don't need that shit because your game is simple indie stuff not AAA
I love when people project like this
>>
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[Unity] I'm trying to figure out why are the shadows on my trees almost non-existent. Left is a tree inside of Unity, right is a tree inside of TreeIt. I'm using HDRP. I'm so confused, there are a lot less options to tweak than in UE4, and I can't find anything that would fix this issue. Tree looks so flat.
>>
>Blender to Unity
>object's armature repositions, rescales, and/or breaks animations once animated ingame
what do
>>
>>675006
try importing blend instead of fbx into unity
it should(in theory) automatically set up import
>>
>>673090

Something that helps is to use a Dither temporal AA node in your opacity material. Plug the alpha channel on the first pin, create a constant 1 (1 + left click), set it to a value of 1 and plug it in the random pin. Then, plug the dither node in the opacity slot.
>>
>>675008
that's what I always do, I've been ripping my hair out over this for 8 hours
I also checked the animations and found that 3 of them rescale the armature, but only in Unity and not Blender
So after I fix that, every animation breaks.
Reimport, back to where I started.
>>
So Unreal 4.22 is out now.

Looks pretty neat.
>>
>>675011

Still looks like the same outdated pasty shit.
>>
>>675011
Oh yeah that reminds me, how do you change the diffuse BRDF these days?

The old way of doing it a few versions ago no longer works as the brdf.usf or whatever file is completely different

Or maybe I'm just dumb
>>
>>675011
MUH RAY TRASING
>>
>>675013
What's a better alternative?
>>
>>675019
Unitorically, Utony.
>>
>>675018
More interesting is the whole rendering system refactoring. It's great that they have shit like automatic instancing now, and other speed ups.
>>
>>675019

Unigine 2, Unity 2019 with HDRP, Cryengine V
>>
>>675022
>>675030
Explain your reasoning.
>>
>>675022
The fuck is Utony? You mean Unity?
>>
>>675016

I'm also interested, I've heard that it takes care of Unreal's greasy aspect.
>>
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How much can we trust Ebin Gays after Tencent shoved its fist up their asses?

Paracucks already scrubs your computer for all the data it can collect and sends it to its overlord Tencent. What if muh game will be turned into an anal probe as well sometime down the line? I'm interested in making environment and I'd lean towards Unreal since its supposedly more customizable and has overall better graphics, but I'm scared of Shi Jinping taking a huge dump all over my work.

PS Another question: which engine's license is more lenient?
>>
>>676074
Nigger, the engine is open source. You can compile it yourself and check it for AIDS. Besides, fucking everything running on your machine collects your grandmother's medical records as telemetry data if it can find it, it's basically the norm at this point.
>>
>>676077

>Bill Gates barging into your room as you boot your PC and sodomizing you w/o lube is the new normal
>therefore you shouldn't worry about potentially prepping your own clients for extra buttfucking

Good to hear about the open source shit.
Can you throw out core code out of Unreal tho? Lets say hypothetically they officially added data mining could you cut that cancer out?
>>
>>676074
>>676080
If you are asking questions like this you are too fucking stupid for gamedev.
>>
>>676080
Your literal processor or hard drive or router could be doing the same thing and you'd have no way to do anything about it. Same if you're using an updated Windows system since XP. Just be aware of your priorities, is all.

Don't quote me on this, but I think so far the whole engine top to bottom including the editor can be compiled from source on an offline machine and the telemetry thing was only related to their own games and the Epic Launcher (ie not Unreal itself). If they added some telemetry that's enabled by default (Microsoft pulled something similar with their compiler recently - oh yeah, I hope you didn't forget about that) you could just strip it out of the source or remove the binary blobs responsible for data collection. If the engine itself refused to launch without the presence of those and they didn't disclose the source to them, THAT would be the point to start worrying and firing up Wireshark.
>>
>>676080
Yes. They would have to sneak it in, in binary form, and coupled with essential functionality to be somewhat viable for them, but in principle you could always remove the calls to that code/reimplement the removed functionality if necessary.
>>
>>676085

Or, or I'm smart enough to make other people share what they researched earlier.

>>676086

I try my best to distance myself from Microshaft, already on babby's 1st distro and looking for hardware options. IMO its important to push for an anti-surveillance tech culture even if the corporate cancer got the drop on mouth breathers. Social credit (even low key unofficial shit like it) + blackmail material on political figures is long term deadly to any humane form of government. The way things are going now we'll be just another type of farm animal a century or two from now.
>>
>>662532
>>662869
I have been using unity on various projects for a year at the studio i'm working for.
As an artist and game dev, I gotta say unity pretty modular and handfull on some occasions (mostly for stylised tech art stuff) but overall feel super broken and frustrating to use. Especially for the lack of actual game making tools to work with.
I'm not surprised unity is so much criticised since it can't offer a modern/robust pipeline for long term production.
Can't wait to switch back to ue4
>>
>>665647
>It takes 5 hours to open their FPS arena shooter level in unity for some reason

i was curious, so i checked. it took me about 16 minutes. opening it every time after that took about a minute. you trying to unpack it on a pentium 4?
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>>676360
>it took me about 16 minutes. opening it every time after that took about a minute.
They probably use procedural textures to reduce download sizes. Game engines essential bake procedurals into images the first time they are loaded... If he's having trouble with it every time he opens the level, the baked images are probably being deleted (potentially, they are being stored in his OS's temp folder and deleted on reboot). Unity itself probably has a user setting for what to do with procedural textures; something like "generate and store," "generate on first load," or "generate each time image is loaded." If it isn't effecting the level's play ability, I'd suspect that its set to "generate on first load."
>>
>>676365
no, it's much more simple than that.

1: his cpu is shit, and he's blaming the program (99% of the complaints for most programs)

2: it's a compressed unity file that they expect you to open for extraction in unity, and saving it in an uncompressed state for future use.

unity's biggest problem is that any retard can use it pretty effectively, thus it attracts every retard.
>>
I'm fucking mad.

What the fuck are you supposed to use to fucking animate in UE4? Their own fucking A.R.T. v1 plugin doesnt work and hasn't been updated because the lad in charge of that no longer works at Epic. Exporting the mannequin straight from UE4 gives me the skeleton but without any IK bones, trying their Control Rig Sequence feature (aka animate inside the editor) is broken in 4.22 and using the A.R.T. V2 plugin made by the same dude as v1 on his free time is kinda half broken and is unsupported. All this and I'm not even trying to use a custom mesh, which would open another can of worms.

I'm using Maya 2018 for reference. I'm 90% sure I'm doing something wrong but fuck if I'm not frustrated.

[F zero gx copypasta goes here]
>>
>>676367
Just use anything else. RapidRig, AdvancedSkeleton, mGear, SOuP, rig by hand, etc.
>>
>>676369
What's the least shit and least expensive (free) option? I'm not even trying to do fancy shit, just some running/jumping/throwing loops
>>
>>676371
if you're animating humanoids, and you just want simple shit, use mixamo's auto rigger. it's a bit shit desu, and the skinning is massive ass, but it's really easy to adjust all that on your own.

t. doesn't use maya
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>>676367
as someone who also wants to use the ue4 skeleton, this is disheartening.

I knew ART doesnt work anymore but "the lad" was supposed to keep updating ARTv2 in his free time, obviously that hasn't happened for a year. I will try and follow your path and see if I can get it to work
>>
>>676431
He actually released a new version a couple of days ago, which is what I tried to use. He's documenting everything and refactoring the code so he's not offering any kind of support. Give it a try, you might have a better experience than I did
>>
>>676432
hey where did he release this? The github here hasn't been updated for a year: https://github.com/EpicGames/ARTv2


anyways I have to stop procrastinating and write an english paper, but I did read earlier that the IK bones are useless anyways since UE doesnt actually use them for constraints. Below is the topic, I'll be able to tinker with it in a few hours.

https://forums.unrealengine.com/development-discussion/animation/60122-explanation-of-the-mannequin-ik-bones
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>>676443
found it, for anyone else looking for it he posted it on his blog

http://jeremyernst.com/artv2
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>>676367
Exporting the mannequin gives me the proper IK bones for it, but they don't do anything because they aren't supposed to. What exactly is the problem?

Exporting as 2018 .FBX
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>>676460
So they're there just for use inside blueprints n shit? What are you supposed to do, just animate everything in FK? I don't get it.

I swear this whole animation thing has been one of the hardest things to figure out, and that's just on the technical side, the artistic side has a shitload of stuff I'm yet to stumble upon. I really need to grow a second braincell or something.
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>>676465
this is free for the month of April, I recommend you grab it:
https://www.unrealengine.com/marketplace/en-US/slug/advanced-locomotion-system-v1

UE4 does not have constraints which means the IK bones do, yes, absolutely nothing. They are not attached to anything and moving them does jack shit. The project I linked however DOES actually use them to feed its IK nodes. Since the IK bones are not attached to anything, the IK anim blueprint updates their position manually, but they are just a middleman and can be skipped if you directly just alter the skeleton's bones themselves.

The picture shows how it's done in that project, in an anim blueprint right click and under "Skeletal Control Nodes" and you can see the IK functions available to you.

If you want something more than those base functions, I actually found and used this a few weeks ago:
https://github.com/hacoo/rtik

It's an IK solver that adds more IK features to the engine if you need it. It was working 100% in 4.21 and since it only adds code it will likely remain unbroken for the time being. I implemented this in a project then dumped it since I was so impressed with ALS, so I haven't really messed with UE4's IK, this is just an examination of how that project works. It really is nice though, I am impressed with its quality and do recommend checking it out since its free for the time being.
>>
>>676470
Just to clear this up, if you are updating the bone position using the IK bones, you CAN animate them but since they only update in the engine, you will only see them in the engine. You have the option of animating the IK bones in Maya, but the effect wouldn't show up because it's not part of the skeleton, it's part of the animation blueprint in Unreal.
>>
>>676471
So if I want to animate in IK mode in Maya I got no options?

The ARTv2 biped rig has IK controls but not only it won't load using the plugin itself, but directly loading the biped.ma file breaks some plugin tools AND apparently you can't even save it because the rig disappears when you load the file again.

I honestly don't know what's going on. Of this is what animators have to deal with on a daily basis they're not getting paid enough.

Thanks for the links btw, I'll download everything tomorrow
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>>676486
>got no options
You can definitely animate with IK, you just will not able to bring working IK rigs into the engine.

If you make an IK handle in Maya, it will move the bones for you and when you export the animation it will show properly. If you want to use actual IK in the game, parent the IK bones to these handles and put them in the same position, then animate the handles. You will get correct animations, then when you need to calculate bone positions you have the IK bones in the proper places.
>>
Wheres a good place to start leaning to code so i can make less shit games?
>>
>>676367
you do not animate in eu4, lad. it's an engine.
if you want mannequin so much, you build a rig in a 3d program around it so you are comtablie with asset pack and anything that relies on the default mannequin
>>676470
>https://www.unrealengine.com/marketplace/en-US/slug/advanced-locomotion-system-v1
looks good, but trash to work with. we got it for our hobby project and decided to rebuild our own thing from scratch and use animations from it.
>>
>>676419
>t. doesn't use maya
don't listen to this retard. there are loads of shit for maya. just get an autorig plugin and have fun
>>
>>676521
>looks good, but trash to work with.
Could I ask if there is anything in specific? This is the one of the few assets that I havent remade from scratch because I've found it works well enough to be modified in-project without having to being remade with custom systems.
>>
>>676548
lacks commenting, lacks docs, lacks parameters. but the biggest issue - there's no separate state machines for upper and lower body. fuck that big time. of course it's really good compared to regular asset store garbage, but for us it doesn't work.
desu the biggest value of this asset is animation, not the blueprint.
>>
>>676560
thanks, I actually wont be needing separate upper/lower body so editing in-place instead of rebuilding should continue to be fine for me.

>>676486
also for IK man I forgot to post this last night, it doesnt have any specific IK help but his rig is working in UE4. I am not a 3d modeler so I don't know the best way to actually use IK in Maya but like said, it should work but you will need to manually set up IK in Blueprint.

https://80.lv/articles/complete-fps-arms-rig-and-animation-tutorial-from-3ds-max-to-ue4/
>>
>>676360
>>676365
they updated the project to the current unity version it used to be a pain to import
>>
>>676522
i'm retarded because i don't use maya?
>>
>>662532
>tfw living in a timeline where UNity is being paired with fucking Unreal

Like wtf. I remember when UNity was brad new engine, shitty as fuck, used only by begginers to understand a few concepts and to make shitty cellphone games.

How did this happened?
>>
>>676580
>How did this happened?
The Jews happened.
>>
>>676580
Unity gets funding up the ass because of phone games, it buys up every plugin and developer it can, they spend five years actually implementing some features (a lot of which are still in beta until like 2020.1), Crytek and others go into hiding so there's no one else left to compete with Unreal, smaller engines like Godot remain obscure because of Unity's established popularity and marketplace.
>>
>>676582
>smaller engines like Godot remain obscure
I know this feel... I spent a summer learning Torque 2D just in time for the project to be relegated to the "opensource community development" graveyard. Something needs to be done about the freemium monopolies.
>>
>>676583
>Something needs to be done about the freemium monopolies.
Speak your mind freely, comrade.
>>
>>676580
>How did this happened?
Unreal being really shitty for like 15 years?
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>>676603
so shitty 2 of 3 games been made with unreal
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>>676613
[citation needed]
>>
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I just survived accidentally dragging 1,147 meshes into my scene. I feel like I've been empowered
>>
any way to yoink UE shaders into unity? I specifically need a hair shader that doesn't suck all kinds of dick in the world
>>
>install UE on linux
>doesn't launch
>zero info why online

nvm I guess
>>
>>676682
You can recreate it using Unity's shader graph for sure


Still looking for answers to this >>675016 in case an UE4 guru is around
>>
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>>677422
Did you build it from source?
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>>672706
I don't think you understand how quickly this thing has popped into existence from nothing. Being 100% community built & funded like this, it will have 24/7 snowballing improvements like Linux or something.
Saying things like "complete" and "absolute" trash, or that there is "no way" "it will ever" become close to other engines is a juvenile overselling of emotion. Relax kid. No one is going to take your Cryengine woobie tshirt away.
>>
>>673514
thx for the intel
>>
You sound like a paranoid cuck. Go back to playing Orwell.
>>
>>676080
>>
>>676682

Why would you want unreal's disgusting and outdated shaders in Unity when HDRP is available?
>>
>>677821
you forgot to put "bloated" in your memepost
>>
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If the dude asking how to do IK animation on the UE4 mannequin is here, I have some more answers. Basically what I said earlier was correct, make an IK handle in Maya then just export the animation and it will work properly.

The main idea here is that you will only export the base skeleton, but you can use as many bones as you want in Maya to constrain and use to automate the animation process. This tutorial is a quick method on how to make a swappable IK/FK bone constraint in Maya. You can animate the difference between FK and IK, and then when you export, if you only export the real skeleton it will work properly with the UE4 mannequin.

https://www.rigging101.com/free/ikfkswitching/ikfkswitching.pdf
>>
>>678860
I am indeed here. Awesome stuff dude thanks a ton, this might be what mentally "unlocks" this whole animation thing for me. Been on a rut for a while.
>>
>>678861
if you need a quick video tutorial that covers a lot of concepts + has some extra scripts, check this out: https://www.youtube.com/watch?v=bwklMZDNCxo

It's 23 minutes and covers how to make a lot of basic features to make the rig actually animatable. Also I just finished making the mannequin for my personal animation today, if you have 2018 I can post the file.
>>
>>678862
Thanks bro, feel free to upload it, that would be very helpful as reference.
>>
>>678863
alright, I've been messing with this for the past few hours and it's only today's work. I haven't touched the actual IK bones on the skeleton, and I haven't checked that all the layers are accurate, but you'd only want to export the real skeleton layer so that none of the extra bones show up to confuse UE4.

The IK/FK switch is the transform behind the head, 0 for full IK and 10 for full FK.

https://mega.nz/#!Ltg3BYpa!IwuCOEswd6j7fTUEA3kXW6obX5W51liXuC26_YCzb5Y
>>
>>675002
Did you set your light properly? With probes and all that stuff? Baked the indirect? Maybe thats the problem.
>>
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i need help troubleshooting the lighting in my scene pic related
the models were made in blender, and i tried, poorly, to unwrap the uvs using the smart unwrap project tool
theres only 2 lights in the scene, the area light in the middle of the ceiling and the emission from the floor texture
circled in red are the problem areas, but the one that has been driving me crazy is the circle of light adjacent to the port hole
i thought it was the ambient light from the skybox, so i tried setting the ambient color to black and even setting a black skymap but to no avail. i even tried covering both port holes with static cubes, but the circle didn't go away

if anyone could point me in the right direction with regards to lighting this scene, i would be most grateful
>>
>>665647
Oh man the new render pipeline bullshit is a joke. It's so not ready. It's a great idea in theory but when you actually try to use it it takes 2 hours to build when it should take like 15 minutes.

I'm going to stick to patching my aging shaders until they fix their shit. I do love Unity though and will stand by them.
>>
>>680648
>unwrap the uvs using the smart unwrap project tool

there's your entire problem.
>>
When rtx comes to unity? How much is it gonna suck compared to ue4?
>>
>>669928
Use amplify to create your shaders in unity or learn to write them.
>>
>>670877
Your normals are probably pointing the wrong way.
>>
Is anyone familiar with baking fluids to texture maps for use in Unity / UE4? I can't find any tutorials, and am wondering if it is possible to at least try it out in Blender?

I can't find many tutorials, but the workflow is mentioned in this article. It was made in Houdini though, and I still have no clue what is happening here:

https://80.lv/articles/001agt-004adk-006sdf-making-a-seashore-scene-based-on-simon-stalenhag-art/
>>
What's up with AA in Unity? Every option I can choose in HDRP 2018.3 (No, FXAA, SMAA, TAA) is jittery. TAA is blurry as hell but by tweaking it I can give it sharpness, but then it's still jittery. SMAA which is a default one looks the best, but it's too blurry.

Grass especially looks horrible and grainy because of this. Does anybody know how to improve this?

I had problems with this in UE4 too, but at the end I kinda solved it with TAA and a shitton of sharpening effects.
>>
Unity's vfx graph looks amazing and can handle incredible amount of particles compared to Shuriken. But how does it compare to UE4's Niagara?
>>
>>676074
https://thevideosuite.com/alternative-math/
>>
>>686154
Nice short.



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