Monday, October 27, 2014
Sunday, October 26, 2014
UE4: SubUV rotator
Mike had 9 gears on a texture and needed them all to rotate at the same rate. This is what I came up with to solve that problem.


The "Tiling" parameter can be a 2 vector, with different numbers in each channel. It will rotate correctly as long as the numbers line up with the subdivisions in the texture.


The "Tiling" parameter can be a 2 vector, with different numbers in each channel. It will rotate correctly as long as the numbers line up with the subdivisions in the texture.
Saturday, October 18, 2014
GA326 Blog: Toy final product
This footage is from the version I turned in for class. The mana regen rate is increased so that the person playing wouldn't lose as easily, but I actually balanced the game so that it would be a close finish.
I didn't have time to refine the exploration I was doing with the audio visualization plugin so this game just spews a steady stream of 'fire' at the tank and random damage in all of the other lanes. If he dies, the stream moves down the rows until everyone is dead.
I didn't have time to refine the exploration I was doing with the audio visualization plugin so this game just spews a steady stream of 'fire' at the tank and random damage in all of the other lanes. If he dies, the stream moves down the rows until everyone is dead.
Friday, October 3, 2014
Halftone revisit
I actually made this just to see if I could use fmod to make a tiling TexCoord, but using this is also a much more elegant solution than what I used in the previous post. It's probably a lot cheaper too.
(actually you can just use Frac instead, sort of forgot about that expression)
This has other uses too, for instance, if you packed textures into channels and need one clamped and one tiled, you can use this to tile a clamped texture.
(actually you can just use Frac instead, sort of forgot about that expression)
This has other uses too, for instance, if you packed textures into channels and need one clamped and one tiled, you can use this to tile a clamped texture.
Wednesday, October 1, 2014
UE4: Textureless halftone
I scaled the dots up for this demonstration, but my plan is to bake AO into the verts of my models, and use this to give my constructs more stylized shading.
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.
Turns out, all that rotation stuff wasn't necessary, here's the cheaper way:
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)
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