Unreal Engine 5.5 - PCG Compute Introduction (Fractals in HLSL)

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  • Опубликовано: 25 дек 2024

Комментарии • 6

  • @renderbucket
    @renderbucket  20 часов назад

    🎁 Holiday Season & Christmas Promo Codes 🎄
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    Only Valid Until December 31st!.
    Tip: If PCG Gets Slow, Utilize Culling in your Static Mesh Spawner. In some cases it may also be very beneficial to utilize Meshes that have Nanite enabled. Just try to avoid overdraw/overlapping meshes on the points with PCG or Nanite since that really slows things down.

  • @eggZ663
    @eggZ663 18 часов назад

    So cool, I wanna try it but I'm currently cooking turkey. MERRY XMAS!

  • @ylly8187
    @ylly8187 17 часов назад

    Ty for video. But can you share example how can be solve this case when spawn points depends on PCG actor transform. For example you can pass rotation and location from PCG pass it into shader and depends on it spawn objects

  • @DamienRamirez
    @DamienRamirez 10 часов назад

    Been a while so hlsl might not be right but:
    float adtorus(float3 p, float2 t)
    float2 q = float2(length(p.xy)-t.x,p.z);
    return length(q)+t.y;
    Torus PCG would be handy.

  • @JuanSean-o2x
    @JuanSean-o2x 19 часов назад

    Since copying and pasting shader code from an external editor into the shader source isn't an ideal approach (e.g., it prevents effective use of version control like Git), how can I load shader code directly from a file, such as main.HLSL?

  • @JuanSean-o2x
    @JuanSean-o2x 19 часов назад

    Since copying and pasting shader code from an external editor into the shader source isn't an ideal approach (e.g., it prevents effective use of version control like Git), how can I load shader code directly from a file ?