Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

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 görüntüleme • 1 yıl önce •via X (Twitter)

12 Yorum

Cloudwalker profil fotoğrafı
Cloudwalker1 yıl önce

Skinning the extra vertices a second time, no?

Amit Mehar profil fotoğrafı
Amit Mehar1 yıl önce

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

The Information profil fotoğrafı
The Information1 yıl önce

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 profil fotoğrafı
The Only One Paulo1 yıl önce

Tutorial on this ?

Jack profil fotoğrafı
Jack1 yıl önce

Ooh, any resources or tips on your approach?

Amit Mehar profil fotoğrafı
Amit Mehar1 yıl önce

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 profil fotoğrafı
GameDevMicah🤩NaniteNiagaraPlugin UE5 UEFN1 yıl önce

🤘🤘🤘

ɪᴠᴀɴ ʀᴍᴘɢ profil fotoğrafı
ɪᴠᴀɴ ʀᴍᴘɢ1 yıl önce

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

Amit Mehar profil fotoğrafı
Amit Mehar1 yıl önce

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 profil fotoğrafı
W1 yıl önce

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

Jacob Brown profil fotoğrafı
Jacob Brown1 yıl önce

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 profil fotoğrafı
Amit Mehar1 yıl önce

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?

Benzer Videolar