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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

48,232 views • 1 year ago •via X (Twitter)

12 Comments

Cloudwalker's profile picture
Cloudwalker1 year ago

Skinning the extra vertices a second time, no?

Amit Mehar's profile picture
Amit Mehar1 year ago

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

The Information's profile picture
The Information1 year ago

Microsoft and other top Nvidia AI chip customers have cut some orders of Blackwell AI chip server racks due to overheating.

The Only One Paulo's profile picture
The Only One Paulo1 year ago

Tutorial on this ?

Jack's profile picture
Jack1 year ago

Ooh, any resources or tips on your approach?

Amit Mehar's profile picture
Amit Mehar1 year ago

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.

GameDevMicah🤩NaniteNiagaraPlugin UE5 UEFN's profile picture
GameDevMicah🤩NaniteNiagaraPlugin UE5 UEFN1 year ago

🤘🤘🤘

ɪᴠᴀɴ ʀᴍᴘɢ's profile picture
ɪᴠᴀɴ ʀᴍᴘɢ1 year ago

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

Amit Mehar's profile picture
Amit Mehar1 year ago

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)

W's profile picture
W1 year ago

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

Jacob Brown's profile picture
Jacob Brown1 year ago

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 😄

Amit Mehar's profile picture
Amit Mehar1 year ago

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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