Particle Cave Remastered - Dev Diary 4
ฝัง
- เผยแพร่เมื่อ 9 ก.ย. 2024
- Last update before the final release of this project - details are starting to come together and there's a quick breakdown of the spline mesh tool used for the chains and how we can use 3D Widgets in Blueprints to build a UI.
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Amazing dev diary, I'm seen this process now and I can undertand things that I cant one month ago, because I'm doing your classes, thanks for sharing this process
Been loving these breakdowns Thomas! keep them coming! 💪
Great stuff, Tom! Thank you for sharing!
I have a question regarding the waterfall. How did you get the base mesh for it?
Thank you.
Great question - Will built the base of the rocks in unreal then I exported the whole thing to Maya. Then I used a combination of quad draw and transfer attributes to project a water mesh onto the rocks
I had a random question regarding the Drag Module in ue5. I'm trying to use the wind Module, and noticed It needed to use drag. I had drag set to 0 for the emitter, but it doesn't seem to do anything without adding Drag. I'm wondering if drag had any real world formula to it, and why the default was 1.0.
hey mate, lighting artist here, first off i want to say thank you, i really like your tutorials, love the pacing and deep knowledge. dont subscribe to channels too often, but yours definitely "deserves" it. i was wondering if you could answer a question/problem i couldnt find a solution for. as a lighting artist, i often quickly switch between cameras in my scene. what im looking for, is a way to create a shortcut to jump to the next placed camera in the scene, or just in general create a shortcut to switch to any given camera. i know about bookmarks, but they dont apply to a selected camera, so i dont see the scene with possible lens settings, post processing applied to the camera actor etc. i also know how to lets say create a blueprint to let me change cameras in-game, but i want to do so in the editor. there doesnt seem to be an appropriate keyboard shortcut in the editor settings either. im pretty surprised there doesnt seem to be an obvious solution to this, any help/insight on this would be highly appreciated.
So bookmarks or blueprints is what I was going to suggest - beyond that you’re looking at custom engine changes probably I’m afraid. You might be able to do something with editor utility widgets but I don’t really have much experience with that either.
@@tharlevfx thanks for the quick reply, not the answer i was hoping for but the one i expected... kind of silly they dont have this feature. maybe im just gonna create a sequence with all the different camera actors added to switch between the views, but it seems like an overcomplicated solution for such a simple feature. well this is game dev in a nutshell i guess ;) keep those awesome tutorials coming!
bro whats with the volume of your video.