~/talk

Content-Driven Multipass Rendering in UE4

Talkat GDC 2017 · 2017-02-27..03-03· [creative-coding]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:50Multi Pass Rendering - What?
  3. 1:08Main Methods • Drawing Materials Directly to Render Targets
  4. 1:25And then they rejoiced
  5. 2:04Simple Drawing to RT
  6. 2:43Controlled Painting • Use Material Instance Dynamic - "MID"
  7. 4:26Painting Examples
  8. 6:45Volume Painting
  9. 9:32VR Painting Example
  10. 10:43Bringing in the Scene Capture
  11. 11:09Mesh Paint Basics Draw UV layout storing Positions
  12. 12:41Positional UV Map Material
  13. 13:42Decal Style Projection
  14. 15:05Dynamic Character HitMask • On Damage, Capture updated UV map
  15. 16:05Hitmask in Action!
  16. 18:21Caustics Time!
  17. 20:12Refraction makes Caustics
  18. 21:39Snell's Law Refraction
  19. 29:59Building Gather Renderer
  20. 31:09My Approach? Scan Line Rendering!
  21. 33:49Speeding things Along - GPU Parallelism Take advantage of Critical Angle
  22. 34:11Parallel Rendering
  23. 35:15Storing to a Flipbook
  24. 36:44Accidental Discoveries
  25. 37:27Chromatic Abberration
  26. 42:43Integrating Pre-Rendered Caustics
  27. 45:03Fluid Simulation
  28. 47:38What is Divergence Exactly? Measure how much fluid enters vs leaves each cel
  29. 48:35Navier-Stokes Fluid Sim Steps
  30. 50:49Advection
  31. 55:05Poisson Pressure Equations
  32. 57:48Subtracting Pressure Gradient Sample Pressure at 4 offsets to derive Gradient
  33. 58:23Temperature Buoyancy
  34. 59:43Fluid Sim in Action
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