Dev Diary: Week 1

Welcome to the week one round up of the Hangar 45 student project! Here you will see some of the progress I have made with this task on a weekly basis and see me talk about some of the challenges and (more importantly) solutions that I deal with. Concept Work To start us off I…

Dev Diary: Week 0

Welcome to the week none  of the Hangar 45 student project! Here you will see some of the progress I have made with this task on a weekly basis and see me talk about some of the challenges and (more importantly) solutions that I deal with. This post will be about some of the work…

The Forefornt

In this blog post I shall sum up some of the ideas and technologies that I have implemented into my project as a result of looking at some of the forefront products in my field. A good place to start is my recently developed workflow using Unreal Engine 4. This was engine was chosen not…

UE4 RnD – Custom Shaders: The impossible one

Colored specular maps are a common feature of all offline renderers and a good deal of realtime engines, however Unreal does not support this in the 4th iteration of their engine, opting instead to rely on Metalness maps which while overall better looking can greatly limit the material possibilities.After countless hours looking through engine notes…

UE4 RnD – Custom Shaders: Realism vs Accuracy

While a large portion of the materials for the project are PBR metals where surface textures will added to material instances with altered properties, a few materials will use added effects like Fresnel effects to reflections or roughness to add a more cinematic feel to them – the example here would exaggerate the rim-lighting on…

UE4 RnD – Custom Shaders: Adding Visuals

For this project I will have to create several custom shader materials. One example of this is my current solution for volumetric light. As UE4 does not currently support this feature and has god-rays only as a screen-space effect, I developed a simple shader with custom textures that creates the effect of a fog that…

UE4 RnD – Tiling Solutions

Due to the nature of the environment it was clear that I would have large flat featureless planes. This introduced the issue of tiling. Solution 1 To combat this I created several decal materials similar to the caustics approach that modify roughness, reflection and normal. Solution 2 Another approach was to overlay the same texture…