Unreal Engine Custom Unreal Unlit Visualisation Shaders A take on a custom unlit shader in Unreal Engine 5 that provides more depth and surface information.
Featured Git LFS or Perforce for Unreal in 2024 Choosing between Git LFS and Perforce can be tricky if you haven’t used both before, so let’s dive in and compare which is best for your project.
Unreal Engine Variable Rate Shading in Unreal 5 Variable Rate Shading (VRS) received a boost in usability in 5.4, including a similar method to Gear 5's VRS landing in the engine.
Unreal Engine Featured Unreal 5 – Colour Management Colour Management for Unreal Engine 5. In this post, we discuss configuring a project to render in a wider gamut.
Unreal Engine Fishy Eyes in Unreal Engine 5 A quick post about implementing a basic fisheye shader post-process effect.
Unreal Engine Unreal 5.3 Camera Motion Blur As of Unreal 5.3, support for exempting camera rotation from motion blur no longer requires a source build of Unreal.
Artwork ZBrush MetaHuman A metahuman generated from Mesh to Metahuman. Originally sculpted in ZBrush, this was originally a relatively quick likeness sculpture.
Unreal Engine PSO Caching Update: UE5 An update to the state of PSO caching and to the tools I was making to ease PSO collection headaches.
Unreal Engine PCG Assembly Script in Unreal 5.2 The Procedural Content Generation (PCG) framework is experimental in Unreal 5.2 and using Packed Level Actors assemblies isn't well-documented.
Fun with Tech Art Fun with Tech Art – Pt. 2 We've been cruel to our characters. Now, let's give them the world's softest carpet.
Fun with Tech Art Fun with Tech Art – Pt. 4 In this post, we create a world transition shader for Nanite using sphere masks in Unreal Engine 5
Fun with Tech Art Fun with Tech Art – Pt. 1 Join me as I create some tech art in Unreal. In this post, we look at shader that lets us submerge, or dunk, our characters into water.
Unreal Engine Previous Lumen Mirror Reflections on Pascal An older example of Lumen in Unreal 5.0 showing some of Lumen's limitations in Software mode. Updates to Lumen has improved this considerably.
Development AV1 Video Transcoding AV1 is a relatively recent video codec build by the Alliance for Open Media (AOM) [https://aomedia.org/]. It provides a encoder that beats H264 in file size for a given quality, and is significantly less patent encumbered than H265 – H264's successor. For completeness, AV1 competes quite favourably
Viewpoint Featured Viewpoint – Camera Perspectives Choosing a perspective is truly an endeavour that must be analysed on a case-by-case basis. There is both an element of lining up the benefits of each techniques and intent of the team.
Unreal Engine Featured PSO Caching in Unreal Engine Pipeline State Object (PSO) caching in Unreal Engine 5 for Windows (DirectX 12 SM5/6) and Linux (Vulkan SM5). PSO caching enables developer control over shader precompilation and reduces stutter linked to just-in-time shader compilation.
Artwork LiveLink Facecap to Maya This post covers how to get LiveLink data from Unreal Engine into Maya
Development Featured CICD in Unreal with Jenkins Some of the content on the page is likely outdated. This page will be updated in due time. Continuous Integration/Continuous Deployment is a cornerstone of modern software engineering methodology. In short, the goal is to always have recent builds of the software available to test against. These builds are
Artwork Incense Tech Art A quick demonstration of blending panning textures applied to a small object. This scene is rendered in Unreal Engine 4 using a dynamic light to cast shadows. Unreal Engine 5 should improve this scene, albeit marginally. Lumen supports emissive GI, which should improve the subtle lighting between the incense sticks.
Publications Unreal – Space Train As part of ORKA's weekly seminars, I gave a talk about Unreal Engine, making games, and control systems. You can find a link to the talk here [https://drive.google.com/file/d/14dyHm3ZboirgMCvfJmFybFylrLz9HlcE/view?usp=sharing] and a link to the slides here [https://drive.google.com/
Artwork Unreal Engine 5 – Nanite and Water Nanite in Unreal Engine 5 enables far greater geometry density. When using this awesome technology for floor geometry, some of the older techniques for achieving visual effects no longer work. A prime example of this is the use of water puddle shaders. When using normals to fake geometry, layering puddles
Viewpoint Viewpoint – On Diplomacy in Games Interactive dialogue is a powerful system with an excellent scope, but from a development perspective, building one is a costly endeavour.
Cybersecurity Tips and Tricks – Hashing Hashing is a common occurrence in digital applications, whether it be for keeping passwords safe or for digital signatures, but what type of algorithm should you use and why?