🎁 Holiday Season & Christmas Promo Codes 🎄 50% Off Annual Subscription (C59B5) 30% Off Monthly Subscription (D0F85) Only Valid Until December 31st!. 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.
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
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.
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?
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.
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 ?
🎁 Holiday Season & Christmas Promo Codes 🎄
50% Off Annual Subscription (C59B5)
30% Off Monthly Subscription (D0F85)
Only Valid Until December 31st!.
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.
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.
So cool, I wanna try it but I'm currently cooking turkey. MERRY XMAS!
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
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.
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?
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.
@@Jody-i1j I think the Unreal documentation on that is a bit lacking. I'll try to cover more in the future.
@@renderbucket Thanks!
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 ?