Content-Driven Multipass Rendering in UE4
summary
Shows how Blueprints and materials use draw material to render target plus scene captures to prototype effects without engine code: flow maps, pseudo volume textures, character hit masks by unwrapping mesh UVs and accumulating damage into textures, and caustics made either by a scatter mesh needing up to 16 million photons or a gather renderer that drops a 4K brute force hour render to about a minute via grid subdivision. Implements semi‑Lagrangian Navier‑Stokes with advection/divergence/pressure (Jacobi) — examples use ~400 iterations and 3D sims are heavy so results are usually baked flipbook.
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chapters (34)
- 0:00Intro
- 0:50Multi Pass Rendering - What?
- 1:08Main Methods • Drawing Materials Directly to Render Targets
- 1:25And then they rejoiced
- 2:04Simple Drawing to RT
- 2:43Controlled Painting • Use Material Instance Dynamic - "MID"
- 4:26Painting Examples
- 6:45Volume Painting
- 9:32VR Painting Example
- 10:43Bringing in the Scene Capture
- 11:09Mesh Paint Basics Draw UV layout storing Positions
- 12:41Positional UV Map Material
- 13:42Decal Style Projection
- 15:05Dynamic Character HitMask • On Damage, Capture updated UV map
- 16:05Hitmask in Action!
- 18:21Caustics Time!
- 20:12Refraction makes Caustics
- 21:39Snell's Law Refraction
- 29:59Building Gather Renderer
- 31:09My Approach? Scan Line Rendering!
- 33:49Speeding things Along - GPU Parallelism Take advantage of Critical Angle
- 34:11Parallel Rendering
- 35:15Storing to a Flipbook
- 36:44Accidental Discoveries
- 37:27Chromatic Abberration
- 42:43Integrating Pre-Rendered Caustics
- 45:03Fluid Simulation
- 47:38What is Divergence Exactly? Measure how much fluid enters vs leaves each cel
- 48:35Navier-Stokes Fluid Sim Steps
- 50:49Advection
- 55:05Poisson Pressure Equations
- 57:48Subtracting Pressure Gradient Sample Pressure at 4 offsets to derive Gradient
- 58:23Temperature Buoyancy
- 59:43Fluid Sim in Action
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