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Tried a mesh decal alternative for rendering damage effects. * Does't require writing data to RTs or doing per pixel checks for each hit location. * Can be rendered as overlay mesh or written into DBuffer for material blending :) #UE5 #Niagara

48,132 Aufrufe • vor 1 Jahr •via X (Twitter)

12 Kommentare

Profilbild von Cloudwalker
Cloudwalkervor 1 Jahr

Skinning the extra vertices a second time, no?

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

Niagara can read from skin cache, so no skinning required :)

Profilbild von The Information
The Informationvor 1 Jahr

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Profilbild von The Only One Paulo
The Only One Paulovor 1 Jahr

Tutorial on this ?

Profilbild von Jack
Jackvor 1 Jahr

Ooh, any resources or tips on your approach?

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

It's based on my NiagaraProceeduralMesh plugin. You can loop over triangles in mesh and add to procedural mesh if it passes distance/overlap check with decal positions. You can also write additional data in vertex color and texcoords to sample texture/opacity mask.

Profilbild von GameDevMicah🤩NaniteNiagaraPlugin UE5 UEFN
GameDevMicah🤩NaniteNiagaraPlugin UE5 UEFNvor 1 Jahr

🤘🤘🤘

Profilbild von ɪᴠᴀɴ ʀᴍᴘɢ
ɪᴠᴀɴ ʀᴍᴘɢvor 1 Jahr

Looks good! What about performance, how does it work with many characters?

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

Each character would probably require a unique Niagara system. Not collected any stats on the setup, but maybe it would be quicker for a lot of localized hit locations (not covering a large area as that would increase procedural mesh gen cost)

Profilbild von W
Wvor 1 Jahr

Is there a way to sample the underlying material? Such as using the height data to help "fill" in the damage.

Profilbild von Jacob Brown
Jacob Brownvor 1 Jahr

Looks cool! But for most projectiles it's using raytraces, why not get the hit location, surface normal and then spawn a deferred decal at that location parented to a bone socket? I'm trying it in my game but maybe it's really unoptimized 😄

Profilbild von Amit Mehar
Amit Meharvor 1 Jahr

Not sure if decals would perform too bad (increased draw call + CPU cost for updating decals). But I think deferred decal could look 'floaty' since the collision trace is done against physics collider (not actual surface) + wont follow mesh deformation?

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