Unreal Engine Fishy Eyes in Unreal Engine 5 Apparently, the secret to lifelike Unreal imagery is to apply a fish eye and a shaky camera to the scene. The effect is actually relatively easy to implement. I'm sure there's an easier way to implement this, but below is what I went with. The first
Gallery European MetaHuman Built from the sculpt I display on my blog's front page, this metahuman is an attempt running through the process with a European face. I wouldn't say it was any more successful: this metahuman exhibits the same errors around the eyes as my previous metahuman. The
Gallery ZMetaHuman 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 Let's begin by saying that I didn't really intend this to be a two – or maybe more – part series on this blog. I'd wanted to create a plugin that took the pain out of PSO collection and precompilation and put it on the Epic
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. 4 In this post, we create a world transition shader for Nanite using sphere masks in Unreal Engine 5
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.
Development Featured CICD in Unreal with Jenkins 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 automated and the build system runs a series of automated tests run against them after a successful build.
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