Open MrMybal opened 5 years ago
Hi, The workaround is to use a World to Tangent transform instead (and a Tangent to World in other places). The tangent transform is slightly less accurate, but not noticeably so. It also has the benefit of working on instanced foliage and particles (with a few other changes to the locations in ImpostorInfo plugin). Theres also a bug with double scaling on foliage that is fixed by using the 'raw mesh size' instead of the 'scaled mesh size' (from the ImpostorInfo function) in the vertex shader path.
On Tue, Mar 12, 2019 at 5:06 AM MrMybal notifications@github.com wrote:
Hello, ryan I would like to tell you that your work is extraordinary, a big thank you to you for everything you do. I am currently working on a BP editor to automate HLOD settings and also to create imposters, I tested your "ImpostorBaker" code, under version 4.22 it is impossible to use the final Material because the HLSL code contained in "World To Loc" does not work with the new version. With the 4.22 I create blueprint tools using "Widget Editor", I started making my own Bake imposter system based on your work "render to texture" and "Octahedral Impostors". Thank you...
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Hi, The workaround is to use a World to Tangent transform instead (and a Tangent to World in other places). The tangent transform is slightly less accurate, but not noticeably so. It also has the benefit of working on instanced foliage and particles (with a few other changes to the locations in ImpostorInfo plugin).
I would love to be able to use this with 4.22 and instanced foliage, but unfortunately I do not understand it well enough to be able to know what exactly to change based on the description above.
new update for 4.22.3: https://github.com/LucianoJacomeli/ImpostorBaker
uses: default mesh size, and the old "World to Loc" node with some fixes for 4.22
works fine with instanced foliage, but have problems with shader complexity maybe i do something wrong in creation of octahedral
works fine with instanced foliage, but have problems with shader complexity maybe i do something wrong in creation of octahedral
@LucianoJacomeli - Were you able to solve for the shader complexity? Normally one would be able to modify the mesh by carving out the planes, but it seems that isn't possible here.
i don't know if the shader complexity was caused because the system, or because example of Ryan is using a more clean mesh, like a simple mesh cartoon, i have this problem of complexity too, unfortunatly i have only the Unreal 4.22 installed, so i can't check the plugin on original 4.18 or 4.19 i don't remember.
One thing you could try is use the Z-Pass to reduce the Alpha but in 4.22 i heard is broken!
Hello, ryan I would like to tell you that your work is extraordinary, a big thank you to you for everything you do. I am currently working on a BP editor to automate HLOD settings and also to create imposters, I tested your "ImpostorBaker" code, under version 4.22 it is impossible to use the final Material because the HLSL code contained in "World To Loc" does not work with the new version. With the 4.22 I create blueprint tools using "Widget Editor", I started making my own Bake imposter system based on your work "render to texture" and "Octahedral Impostors". Thank you...
Hello! Is there any chance to get your BP editor to automate HLOD and create Imposters? Thank you very much
Hello, ryan I would like to tell you that your work is extraordinary, a big thank you to you for everything you do. I am currently working on a BP editor to automate HLOD settings and also to create imposters, I tested your "ImpostorBaker" code, under version 4.22 it is impossible to use the final Material because the HLSL code contained in "World To Loc" does not work with the new version. With the 4.22 I create blueprint tools using "Widget Editor", I started making my own Bake imposter system based on your work "render to texture" and "Octahedral Impostors". Thank you...