"it's simulating a camera, it's a game engine!" ... "amazing... and it's completely useless for games!.." man I love this guy. Epic needs more guys like this too keep pushing limits!
Awesome Lecture! Thank you so much for this. If at all possible it would be awesome to see a video recorded by Sjoerd De Jong on his own time, slower and with more explanation. I understand at shows you have to go as fast as you can but for all us devs the devil is in the details.
Not knowing anything about lightning, this was beyond amazing...the possibilities to change the scene in such an extent and most of it is rather learnable...enlightening video (no pun intended)
Devin Hansen Games as they are now will cease to exist in 5-10 years,and when I say that I mean,you will no longer need keyboard,gamepad,there won't be story,just a alternative reality,where people will spend all their time.
I was just randomly skipping to different parts of the video but never realised it was Sjoerd who narrated it all lol. He was a teacher at a school I applied to. (Not sure if he still works there)
Amazing content and presenter! One thing I've never understood with these setups is how the godrays works with the volumetric textures, specifically how/where the shadows are sampled. Ubisoft had a great presentation of a similar effect using a frustum-aligned/sized 3D texture in AC3/4. But it seemed like they were sampling accumulated lighting in each 3d texel, which doesn't seem like it'd be accurate enough to capture the shadows. There, for each pixel in the opaque gbuffer, they'd march through the frustum texture to solve atmospherics based on that lighting. Is something similar happening here? How is it capturing the fine resolution of the shadows of the trees in the streaks?
Hourences? horey sheet I remember you from the old UE days, the early days of the Mod Communities. I used your texture packs way back in the day. Great tutorial this helped out alot, I will continue to try my best on this path to development.
Are the particles only visible in play mode because I've re-watched this video over and over but still cant get the particles to appear in the scene. They appear in the scene but when shaders finish compiling all the particles disappear.
Awesome stuff! Following along at home it did not work. :/ Would love for him to create this fog from a blank project and the ground up in a separate video.
dont feel bad, while I have fog, when I turn on viewing of volumetirc lighting form 'show' menu, I have zero of those 'spheres's of reflection in my own scene, not one. Any idea why ? thx
много воздуха в такой важной для новичков теме!вроде такой понимающий человек показывает новинку,уж можно было бы уделить время и записать пошагово как это делать!получается 90% бесполезной информации для новичков ,в итоге в коментариях продает свою сцену по ссылки на магазин.я если рассказываю то что узнал то делаю это очень подробно что бы любой смог повторить пошагово.в чем смысл тогда этого видео -типа подразнить нас смотрите какую можно делать красоту,)ну как ее делать конкретно пошагово я вам не покажу-переходи в магазин там за 5000 рублей покупай).если можно пожалуйста запиши подробное видео как сделать свет пошагово это 10 минут делов при наличии знаний,обычные божественные лучи я и так знал как создавать без этого видео ,ну как именно все сделать с пустого проекта,облака атмосфера настройки этого ??это же не долго делать зато нам это бы помогло кто не может сам догадываться из неполной информации. типа смотрите какой у меня есть крутой материал))))залетайте в магазин.брат ну зачем так издеваешся над нами??просто тянется рука за дизлайком т.к потратил зря 25 минут,в итоге даже частицы не получились.еще носит звание евангелист ue).
Every tutorial: don't use too many dynamic lights!! This guy: this particle system is made of dynamic lights. Okay... I guess you don't have to be that careful with dynamic lights xD
Well, dynamic lights with the shadows turned up to max will basically break most systems with just a few lights. You can get away with dynamic lights in entities and so forth if you calibrate the shadow settings for each case. Sometimes you don't need shadows at all, just a glow to give the proper effect.
I do not see thos spherical volumes everywhere or even a few, in my large world comp scene. what setting am I missing to see them. I've enabled volumetric lighting, have 2 lightsources and exponetial fog as well as seen here, and nothing, I just want to make sure my visuals are ok given I don't see these anywhere.
I would love if someone could answer these questions; can this effect be achieved in the same capacity with Dynamic Lighting as is, and is there anything being done regarding the current state of Dynamic Lighting and Global Illumination in UE4? Dynamic Lighting is quite limited in comparison to pre-baked lighting, reacts in unpredictable ways compared to other engines. You have to force GI currently through a console command, and it has a number of limitations itself. Any news on when this will be addressed, as I am currently building an open world game with the requirement of real-time dynamic lights! :) Thank you for your work, and thank you to Sjoerd for a brilliant introduction to these fascinating possibilities!
I can't really about the GI, but volumetric fog definitely works with fully dynamic light, but I think you get a little less possibility to manipulate all the possible aspects of it.
It's got to do with the Lifetime I think. Play around with that a bit (: I put in 2-5 seconds. 10 was definitely too long and I had like a huge fog cloud in the end. When you have a lifetime of one second, its gonna look like popping, because they disappear and appear.
Either you have very big maps that are populated with lot of stuff,or you just have something wrong with your pc,because i have trash pc,8GBddr3 ram,i52500k,gtx 1050 and it runs like dream,you can't keep adding stuff in any engine without level streaming,lod,basically optimizing your game,because it will start to run slow,it's like that with any engine,but because we can't see what you have on your pc,we can't really give you specific answer.
You are not alone, I am in the same boat. I can't stand when Tutors bring in some premade nonsense. Now I can't retrace his exact steps. Buddy said he worked out on it for "over a day". Then he says, "nothing special going on, very very basic." So wtf, did you work on it for over a day? or am I suppose to get the same results in 5 easy clicks? -__-*
probably he is using dynamic lighting for demonstration purposes, dynamic lighting runs in real-time and needs no baking, but it has a much bigger cost.
I know its 4 year old video but when I add "skel vert/surf location" in to my particle system, I got and error within it saying " NO ASYNC TICK " and no particles are generated. Any body know what's that about ? or where to look for solution ? so fat i found such error on unreal engines forums but no solution at all
"it's simulating a camera, it's a game engine!" ... "amazing... and it's completely useless for games!.." man I love this guy. Epic needs more guys like this too keep pushing limits!
People use UE as a rendering engine, it's for them. FYI
Wow this guy was awesome. Great presenter. And absolutely awesome way of showing off the new features.
Hourences goes way back in the UT99 days on Unreal Engine 1. His oral speaking abilities and engine knowledge are admirable.
This feature is super impressive and Sjoerd is a fantastic speaker.
I agree, the only presentation I understood
Thank you so much for releasing videos from GDC live. It really helps those who missed watching it live, but wanted to see the content!
Otkud nas ima ovdje u ovom kutku RUclips-a ? :)
Jašta radi.
This guy needs a raise. Wow he's excellent. He tells you everything you wanted to know and nothing you didn't, and maintains superb confidence.
Great presentation! I love this Engine feature.
"click click click EFFECT" I love this guy
I love how pumped and passionate this guy is! He makes me wanna become a UE4 GOD! :)
This guy must be the best tutor I've seen so far.
Awesome Lecture! Thank you so much for this. If at all possible it would be awesome to see a video recorded by Sjoerd De Jong on his own time, slower and with more explanation. I understand at shows you have to go as fast as you can but for all us devs the devil is in the details.
so nice to watch a person who know about what he is talking about , very nice video a lot to learn from it, ty
Woah, he is brilliant at explaining! He makes it look so easy.
Sjoerd De Jong and Ryan Brucks are my UE4-gods!
Not knowing anything about lightning, this was beyond amazing...the possibilities to change the scene in such an extent and most of it is rather learnable...enlightening video (no pun intended)
Games are going to be incredible in the future. I can't wait to see the different things developers can come up with.
Devin Hansen Games as they are now will cease to exist in 5-10 years,and when I say that I mean,you will no longer need keyboard,gamepad,there won't be story,just a alternative reality,where people will spend all their time.
This is amazing work. What an incredible productivity tool. Well done Epic.
That's very cool, is it possible to download the material you've made for the cloud particle? Thanks
Unreal Engine 'It Just Works!' ... new tagline confirmed
Sjoerd De Jong is awesome :D
I was just randomly skipping to different parts of the video but never realised it was Sjoerd who narrated it all lol. He was a teacher at a school I applied to. (Not sure if he still works there)
a.k.a. Hourences, I remember him from maps for UT2004 and UT3
That's cool :)
this was the best talk in the unreal gdc
Very straightforward, loved this
Wow, just learned something about atmospheric light
Cool stuff
Thanks!! Straightforward and exactly what I was looking for, very helpful!
This was Excellent info, And really detailed breakdown and explanation.
This is in my top 3 BEST UE4 vids of all time.
More from this guy pls
Could be great to share the complex fog material and textures.
Great presentation and great presenter. Gotta love Unreal Engine. Hope to get my game out soon.
very nice presentation/speaker and rich content !
thanks a lot
"We did this feature not because might be used in a game, we did it because we can "...
Unreal GLaDOS
Meh I'm using it in my game, the players can deal with the 1FPS
Amazing content and presenter! One thing I've never understood with these setups is how the godrays works with the volumetric textures, specifically how/where the shadows are sampled. Ubisoft had a great presentation of a similar effect using a frustum-aligned/sized 3D texture in AC3/4. But it seemed like they were sampling accumulated lighting in each 3d texel, which doesn't seem like it'd be accurate enough to capture the shadows. There, for each pixel in the opaque gbuffer, they'd march through the frustum texture to solve atmospherics based on that lighting. Is something similar happening here? How is it capturing the fine resolution of the shadows of the trees in the streaks?
Thank you so much! Really helped me learn more about volumetric fog and lighting.
Please add this demo project to Free download, Thank you!
Yeah.... i just think the same.... its a very goooooooood demo project to learn more...
www.unrealengine.com/marketplace/dead-hills-landscape you can help this for free
Thank you for greate demonstration.
Can't wait to see how amazing the next Gears of War game will look. Either that or Rocksteady's next game if they'll switch to Unreal 4.
It would be great if we could have your final shader, please share... its almost impossible to replicate it from what is shown in the video
Just Awesome!
Woah, Hourences himself! Highly recommend to check his personal site, he gave away tons of educational stuff for free. And great presentation!
Hi,can you share his Sjoerd De Jong adress? I can not to find it. Thanks!!
WOW !
Is there a repository for the project? Can I find in on epic launcher somewhere?
This guy's demeanor and gesturing reminds me a lot of Elon. He's probably smart af. Thanks for the great video.
Wow.. Really amazing. Thanks for great speach.
Thanks dude I’m trying this out now
Hi what is the name of this instructor? Great tutorial, very high value content and clear concise delivery. THANK YOU!!
Is there any way to buy your painting from 22:53???
It kind of displays all the beauty of modern art
Do you find how to pain the cloud?
90 minuti di applausi
Sometimes I get jealous that Unreal manages to do something to the same quality in real time as my Blender render does in 2 minutes.
Hourences? horey sheet I remember you from the old UE days, the early days of the Mod Communities. I used your texture packs way back in the day. Great tutorial this helped out alot, I will continue to try my best on this path to development.
Thanks for video.
Take care of yourself
*Amazing I like this video so much!!*
Are the particles only visible in play mode because I've re-watched this video over and over but still cant get the particles to appear in the scene.
They appear in the scene but when shaders finish compiling all the particles disappear.
A great sermon by a great evangelist
Awesome stuff! Following along at home it did not work. :/ Would love for him to create this fog from a blank project and the ground up in a separate video.
dont feel bad, while I have fog, when I turn on viewing of volumetirc lighting form 'show' menu, I have zero of those 'spheres's of reflection in my own scene, not one. Any idea why ? thx
много воздуха в такой важной для новичков теме!вроде такой понимающий человек показывает новинку,уж можно было бы уделить время и записать пошагово как это делать!получается 90% бесполезной информации для новичков ,в итоге в коментариях продает свою сцену по ссылки на магазин.я если рассказываю то что узнал то делаю это очень подробно что бы любой смог повторить пошагово.в чем смысл тогда этого видео -типа подразнить нас смотрите какую можно делать красоту,)ну как ее делать конкретно пошагово я вам не покажу-переходи в магазин там за 5000 рублей покупай).если можно пожалуйста запиши подробное видео как сделать свет пошагово это 10 минут делов при наличии знаний,обычные божественные лучи я и так знал как создавать без этого видео ,ну как именно все сделать с пустого проекта,облака атмосфера настройки этого ??это же не долго делать зато нам это бы помогло кто не может сам догадываться из неполной информации.
типа смотрите какой у меня есть крутой материал))))залетайте в магазин.брат ну зачем так издеваешся над нами??просто тянется рука за дизлайком т.к потратил зря 25 минут,в итоге даже частицы не получились.еще носит звание евангелист ue).
thank you, i needed this
nice ue4 environment lighting system guide
Now all you need is a way to make that fog roll in and burn off like real fog so it can be used in a game rather than just a handcrafted static scene.
Amazing!
This guy is so freaking cool
This is awesome but anyone know of a good starting tutorial on lighting and how he did that sky? Total noob here.
What's the point of disabling Fullscreen in your website? Had to open youtube and close yours.
Every tutorial: don't use too many dynamic lights!!
This guy: this particle system is made of dynamic lights.
Okay... I guess you don't have to be that careful with dynamic lights xD
Well, dynamic lights with the shadows turned up to max will basically break most systems with just a few lights. You can get away with dynamic lights in entities and so forth if you calibrate the shadow settings for each case. Sometimes you don't need shadows at all, just a glow to give the proper effect.
4:15
1. Cut a hole in a box.
The Potato 2. Put your junk in the box
Who is able to make and share this material ?
THANK YOU
amazing
wow,simple and helpful
Why UE dont share the material? It is too complicated for beginers, however if you share it I can learn from in and "level up"
Wondered that with all of their tutorials and showcases, why not just share the objects for the users to follow the instructions?
Great talk but he should have given us the final material and particle system for download
Amazing :D
Awesome
Add this project please so I can figure out what your volume material is doing!
Is there a way to have the particles he has made please?
very good lecture. where i can get this project
I do not see thos spherical volumes everywhere or even a few, in my large world comp scene. what setting am I missing to see them. I've enabled volumetric lighting, have 2 lightsources and exponetial fog as well as seen here, and nothing, I just want to make sure my visuals are ok given I don't see these anywhere.
the spehrical volumes are particle systems created to control the fog. Your visuals are ok, you are just missing the material and the particle systems
@@Luna-gleam Thx;))),sorry took a month somehow missed youtube notify.
I would love if someone could answer these questions; can this effect be achieved in the same capacity with Dynamic Lighting as is, and is there anything being done regarding the current state of Dynamic Lighting and Global Illumination in UE4?
Dynamic Lighting is quite limited in comparison to pre-baked lighting, reacts in unpredictable ways compared to other engines. You have to force GI currently through a console command, and it has a number of limitations itself. Any news on when this will be addressed, as I am currently building an open world game with the requirement of real-time dynamic lights! :)
Thank you for your work, and thank you to Sjoerd for a brilliant introduction to these fascinating possibilities!
I can't really about the GI, but volumetric fog definitely works with fully dynamic light, but I think you get a little less possibility to manipulate all the possible aspects of it.
I can see colored cone lights color the fog and it's dynamic.
4:32 "it's simulating a camera, it's a game engine!"
he said he would fix the "popping" of the cloud. but didn't say how. so I'm left with a popping cloud.
Did you manage to figure it out? I have the same issue.
It's got to do with the Lifetime I think. Play around with that a bit (: I put in 2-5 seconds. 10 was definitely too long and I had like a huge fog cloud in the end.
When you have a lifetime of one second, its gonna look like popping, because they disappear and appear.
ah thank you!
Wow
Sjoerd
How did his particle effect change according to the mesh shape? Mine is not changing. Do I need to add something in blueprint??
How do you get UE4 to run so smoothly? I have a powerful PC but it still is slow occasionaly
Either you have very big maps that are populated with lot of stuff,or you just have something wrong with your pc,because i have trash pc,8GBddr3 ram,i52500k,gtx 1050 and it runs like dream,you can't keep adding stuff in any engine without level streaming,lod,basically optimizing your game,because it will start to run slow,it's like that with any engine,but because we can't see what you have on your pc,we can't really give you specific answer.
Smoke on the waaaaater...
Hi, I don't know tweak which parameter to adjust sunlight ?
I have game view checked, yet the shadows in camera view( far off is fine) ,aren't even there,,what would cause this disparity ?
Sir, what processors do you do in your video editing system ......
Optimization and performance ?
In the very beginning, why did UE not ask for rebuilding light after he adjusted the direction light?
He may have it disabled
19:15 I am not getting anything at all from the emitter. It's like nothing is there.
You are not alone, I am in the same boat.
I can't stand when Tutors bring in some premade nonsense. Now I can't retrace his exact steps. Buddy said he worked out on it for "over a day".
Then he says, "nothing special going on, very very basic." So wtf, did you work on it for over a day? or am I suppose to get the same results in 5 easy clicks? -__-*
Is there a way to make the fog look like being in "low resolution" or pixelated?
Yea, just use unity😂
how do you move the objects and have the camera track them?
Use shift when you select and move an object to link it to your camera view
What is the best processor for video editing.....
why you dont need to build lightnings please?:) i have to build every time when changed something. thank you
probably he is using dynamic lighting for demonstration purposes, dynamic lighting runs in real-time and needs no baking, but it has a much bigger cost.
좋아
U've saved, me. -Sjoerd De Jong, ty-.x,d.-'"
My resolution was so pixelated
. Even tho they are switched into better graphics.. How can i fix this?
increase screen percentage, there's a little arrow in top left corner
Incredible
Anyone can be that kind to share fog material, I tried however there are some blank parts.
Thanks
wondering is this has the work file to try?
I know its 4 year old video but when I add "skel vert/surf location" in to my particle system, I got and error within it saying " NO ASYNC TICK " and no particles are generated. Any body know what's that about ? or where to look for solution ? so fat i found such error on unreal engines forums but no solution at all
powerful engine!
Why fog is not shown in shader complexity when I looked. It's all green as if fog not here.