Saturday, September 27, 2014

Conical Gradient in UE4

I wanted a conical gradient to use for a clock wipe animation on spell cooldowns, but no matter what I tried, the compression from using textures produced unsatisfactory results. I eventually found what was needed in the VectorToRadialValue node, which I combined with what I previously learned about rotation in UDK and used it to make the gradient.
Turns out, all that rotation stuff wasn't necessary, here's the cheaper way:
Recently Epic updated their VectorToRadialValue node with a new method. This has nothing to do with me but I figured I'd update this post for the sake of completion.

Thursday, September 25, 2014

UE4 - Textureless materials

I decided to make bricks and window blinds using the GenerateOffsetBands node in UE4. The problem with this is that at certain viewing distances you will get a Moire pattern. To fix this I used a CameraDepthFade node to blend between the full pattern, and a solid color. This automatically mimics anisotropic texture filtering too. (the default texture in UE4 uses this to fade smaller squares in when you're up close)

Monday, September 22, 2014

ProcBuilding in UE4

I'm attempting to make a procedural blueprint for my modular kit.
Feature list so far:
1. Make up-to 4 walls with arbitrary dimensions
2. Optional roof
3. Adjustable material colors
4. Percentage based random seed for AC units in windows (needs serious work)
5. Fire escape with adjustable position, automatically adjusts to building height (could use improvement)

Here's the final code and two shots I made with this tool.



Here's a detail shot of the materials. No textures were used, not even for the AC unit (which is just a cube).
It's hard to tell but there's also a stylized reflection on the windows.

Friday, September 19, 2014

GA335 Blog: Design Lab

I'm not going to include all 100 silhouettes and 50 doodles, but here's the ones that ended up with drawings.



Wednesday, September 3, 2014

Building Desaturation from scratch.

Mike wanted to make a blend mode like the "Color" mode in Photoshop and asked me for help. But, considering the fact that the people at Epic haven't already made one, it might be a long shot. I learned about Relative Luminance while researching this, so now I know how the desaturate node works.

This was the only resource I could find on the subject and, at a glance, seems doable in Unreal. Hopefully I'll have enough free time to try it out.