My waterfall surface then just has the scrolling textures and no refraction built into that material (as the refraction quad does it instead). My solution is two parts: 1) in order to get proper translucent sorting I make a quad with sort order -1, that has nothing but the refraction effect (perfectly transparent otherwise) and place it right behind my waterfall surface. Unfortunately no, I’m pretty sure it’s not possible without roundabout hacks and smoke and mirrors! I realized I was wrong when I said sea of thieves does this, because it doesn’t after further inspection! (Particles are always drawn after refraction, and so are refracted, even if they are sorted in front of a waterfall!) I'm looking for advice as to how I can do this. (And I know it is possible in Unreal as Sea of thieves does it with their waterfalls, which is exactly what I'm trying to do too, but maybe they used a modified version of engine or custom tools?). Is there a setting somewhere to like.force a transparent object to render early, at the end of the opaque queue but before all other transparents so it is included in refraction? In Unity I've written custom rendering pipeline code to allow for this but just not sure if there's an easy equivalent in unreal. I understand why this happens (transparents are not rendered into the scene colour by the time the scene is "grabbed" to be used for refraction), and I know that I can use masked or dithered particles to have them distort properly, but then I lose the softness of the smoke. Is there any built in settings to allow this? You can seethis video that the smoke appears undistorted. I'm trying to get transparent smoke particles to render and be refracted/distorted when looking at the particles through a piece of glass. Hello, new to Unreal, longtime Unity dev. Suggested naming conventions, collaboration tips, common pipeline struggles and solutions. Including BP tools and options but focuses a lot on C++ and "under the hood" details. PDF with overview of the fundamental networking structure in Unreal Engine.Ĭoncise & in depth. Short form videos explaining individual Blueprint nodes.Ĭedric "eXi" Neukirchen's Network compendium Unreal Engine Console Variables and Commandsīlueprintue - Paste your Blueprint Tutorials Unreal Engine Source Code (via GitHub must link accounts and be logged in). ![]() A big thank you and be courteous to people who try to help you. ![]()
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