Unreal Engine 5.5 - PCG Compute Introduction (Fractals in HLSL)

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  • เผยแพร่เมื่อ 12 ม.ค. 2025

ความคิดเห็น • 10

  • @renderbucket
    @renderbucket  19 วันที่ผ่านมา

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    Tip: If PCG Gets Slow, Utilize Culling in your Static Mesh Spawner. In some cases it may also be very beneficial to utilize Meshes that have Nanite enabled. Just try to avoid overdraw/overlapping meshes on the points with PCG or Nanite since that really slows things down.

  • @jbue6
    @jbue6 18 ชั่วโมงที่ผ่านมา

    Really enjoying the PCG HLSL stuff! Would be great to show how to get input attributes in HLSL as well as using the HLSL node with runtime grids.

  • @eggZ663
    @eggZ663 19 วันที่ผ่านมา

    So cool, I wanna try it but I'm currently cooking turkey. MERRY XMAS!

  • @ylly8187
    @ylly8187 19 วันที่ผ่านมา

    Ty for video. But can you share example how can be solve this case when spawn points depends on PCG actor transform. For example you can pass rotation and location from PCG pass it into shader and depends on it spawn objects

  • @DamienRamirez
    @DamienRamirez 19 วันที่ผ่านมา

    Been a while so hlsl might not be right but:
    float adtorus(float3 p, float2 t)
    float2 q = float2(length(p.xy)-t.x,p.z);
    return length(q)+t.y;
    Torus PCG would be handy.

  • @JuanSean-o2x
    @JuanSean-o2x 19 วันที่ผ่านมา

    Since copying and pasting shader code from an external editor into the shader source isn't an ideal approach (e.g., it prevents effective use of version control like Git), how can I load shader code directly from a file, such as main.HLSL?

  • @Jody-i1j
    @Jody-i1j 17 วันที่ผ่านมา

    Another great video. Here is a question for anyone: where can I find more details about the Unreal Engine HLSL methods used for the custom node, like void Out_SetRotation(uint DataIndex, uint ElementIndex, float4 Rotation);? Thanks for any help.

    • @renderbucket
      @renderbucket  17 วันที่ผ่านมา

      @@Jody-i1j I think the Unreal documentation on that is a bit lacking. I'll try to cover more in the future.

    • @Jody-i1j
      @Jody-i1j 17 วันที่ผ่านมา

      @@renderbucket Thanks!

  • @JuanSean-o2x
    @JuanSean-o2x 19 วันที่ผ่านมา +1

    Since copying and pasting shader code from an external editor into the shader source isn't an ideal approach (e.g., it prevents effective use of version control like Git), how can I load shader code directly from a file ?