MACHINA FRACTALS: ULTIMA - Overview
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- เผยแพร่เมื่อ 7 พ.ย. 2024
- Overview of our latest realtime Fractal plugin for Unreal Engine 5 : Ultima !
www.unrealengi...
Unreal Engine Realtime fractals:
Ultima: www.machina-in...
Essence: www.machina-in...
Mecha: www.machina-in...
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GETTING STARTED:
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Rendering and Post Production:
Octane Render: home.otoy.com/...
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Boris FX Sapphire Plugins: borisfx.com/pr...
this looks amazing🤩! Is there a way to use a self made mesh as a fractal?
I used to mess around with 2D fractals decades ago with my own tinkering and experimentation. I don't even know how this is even done in 3D unless it's a shader. Also the performance is good. I could see this plugin to be useful when you want to make special effects, like nanobots building crystal lattices or formations of complex animated surfaces.
Truly amazing work. Congrats!
We're looking at potentially getting this for music videos, does it render out correctly using movie render queue as I've had some issues with blueprints before? Also, I assuming the parameters are keyframable once you add a level sequencer?
sure, have a look here : th-cam.com/video/BIwweiz4K1Q/w-d-xo.html
@@MachinaInfinitum Nice :)
Purchased!!
Dope. Haven't decided yet how to use it, but purchased anyway 😍
Oh well, then we've made something right, but we don't know what 😂
Thanks for the support
@MachinaInfinitum it's actually incredible. Thank you for such amazing tools!
is it possible to explore these fractal levels in the VR mode?
You can render them in vr. In realtime i think it‘s not working correctly
Super!🙌
Wow! This is amazing!
Bravissimo!
wow! now imagine that with collision detection
Fenomenal. I know you have it on octane blender too. I just haven’t had chance to play with it.
This is so cool, this doesn't create colliders or depth buffer information right?
Since I guessing is being render inside a shader
Sure, depth buffer is there, actually there's a material included in the render settings files which enables 32bit depth buffer export for render passes.
Realtime Collisions are not there, but in the other fractal plugins you can mesh the fractal using Houdini Engine.
Does those work with the pathtracer?
Not really designed for that since the fractals will be still raymarched with our own raymarcher. So the rest of the scene is path traced but fractals will keep the same quality
Turn auto exposure on camera off💡
Could this be used in a game, realtime? Or is it just for cinematics?