Showcase Infinite Realities Full body & face capture / Infinite Realities provides 3D scanning services using a specially developed multi camera rig with 360 degree coverage. Agisoft PhotoScan is used as a primary processing solution. Geoscan Aerial Survey / Culture Heritage / In June 2014 Geoscan company in cooperation with ITMO University performed aerial photo survey of the Naval Cathedral of Saint Nicholas in Kronstadt using quadcopter UAV. Kronshtadt Naval Cathedral from GEOSCAN on Vimeo. Aibotix Aerial Survey / Culture Heritage / Aibotix GmbH applies combined mapping workflow to create 3D model of Castle Spangenberg (Germany) using data acquired with multirotor UAV Aibot X6 and ground surveying equipment post-processed with the help of Agisoft PhotoScan. Imasgal Archaeology / Culture Heritage / In September 2015, the restoration work on cubes XXI and XXII of the Roman Wall of Lugo began. Stephen Gienow
trueSKY for Unreal Engine 4 – Simul trueSKY for Unreal Engine 4 Roderick Kennedy 2015-07-31T13:40:05+00:00 Simul trueSKY is now available as a plugin for Unreal Engine 4. It comes in two versions: for professional developers, the full-featured trueSKY comes with full source code on PC, Xbox One and PS4. For independent and amateur developers, trueSKY Alpha comes as a subscription for Windows PC. trueSKY Alpha Unreal Editor IntegrationBinary trueSKY Unreal Editor IntegrationSource Code Day-night cycle based on latitude, longitude, time-of-yearDynamic volumetric atmospherics and fogFully volumetric clouds – no sprites, impostors or billboardsReal time weather changes – create keyframed weather sequencesRain and snow – define movable precipitation areas.Full integration: drive Unreal Engine’s lighting from trueSKY trueSKY works with Unreal Engine 4.8 and above. The instructions for installing trueSKY in the Unreal Engine can be found at docs.simul.co/unrealengine. Contact Simul on contact@simul.co
SpeedTree® Modeler for UE4 Subscription | SpeedTree Store ( Windows MacOSX ) SpeedTree® for Games, the vegetation software making AAA games great since 2003, has come to Unreal Engine 4 Subscription! Featuring our unique, award-winning combination of procedural plus hand-modeling approach, SpeedTree is a design package powerful enough to meet virtually any vegetation modeling requirement, from architectural backgrounds to Academy Award®-winning visual effects. Feature highlights (hyperlinks go to relevant SpeedTree docs pages): UE4-specific lightmap UV generation; create tunable, flawless lightmapsScalable wind effects, including Wind WizardSeamless LOD tuningCreate unlimited variations with one clickBranch seam blendingSub-division surface modelingAdd collision primitives automatically or manuallyModeling with mesh forces (e.g. grow trees around or through 3D meshes)Sample broadleaf (desktop & mobile resolutions), conifer, palm, and mesh force example trees includedMuch more! See our online Modeler documentation for complete details
Tutorial Complex, slot-based inventory system EDIT:Started the series. Scroll down to get a link to the newest episode!Introduction:2 years ago i started using Unreal Engine 4 and learned a lot watching different tutorials and the livestreams. However, i noticed that there are many tutorials about basic stuff (e.g. navigating in the viewport) but few about the more complicated things like building a turn-based combat system or a dialogue system. I know that there are a lot of tutorials about inventories as well but i think that most of them are on a really basic level and therefore can't be used in a real game. Pick Up Physics Object Tutorial Overview This tutorial will show you how to create a blueprint that will allow a player to pick up physics objects, move, and throw them by using Physics Handles. To do this you will need to follow this logic: 1. 2. 3. 4. 5. Here is the setup that I am currently using. Setting up the blueprint 1. a. 2. a. 3. 4. a. 5. a. 6. a. ABOUT COLLISION RESPONSE CHANNELS: Basically what is happening here is when the physics object is picked up; we set the Collision Response Channel for the Pawn to ignore (covered in section #7). 7. a. 8. a. UPDATE #1: When an object is held and comes to a complete rest, then released; it will stay in the air due to the physics object being put into 'Sleep Mode'. In order to fix this, add a 'Wake Rigid body' node just after the 'Release Component' node in step #1. Thanks to ShenmaKid for finding and helping troubleshoot this error! And that is about it. NOTE: This tutorial has been tested and works correctly with versions 4.5.1, 4.6.1, & 4.7.0 of the editor. Cheers,
Free Community Assets SIMPLYGON INTRODUCES FREE INDIE LICENSE AND SHIPS WITH UE4 INSTALLER We’ve all heard the phrase, “When you love something, set it free.” We think that the time has come for us to embrace the idea and today we can proudly announce that we are finally releasing Simplygon for free to the Unreal Engine community. With our background in games, and seeing how game technology is now adopted across industries like architecture, automotive, aerospace and VFX, we are thrilled that so many people are picking up UE4 and using it both for games and other development. Starting today, Simplygon will be available as a free up-front license with a small royalty when you ship a successful game. Over the last few years, Simplygon has been licensed by the most well renowned AAA studios and credited on hundreds of titles, and big-budget developers can still license Simplygon the old-fashioned way; we are just adding an alternative for everyone else. What is Simplygon? Moreover, using Simplygon is a great way to increase the performance of your VR experience. Ships with Unreal
Reflection Environment The Reflection Environment feature provides efficient glossy reflections in every area of the level. Many important materials like metals rely on having reflections in all directions, which the Reflection Environment provides. It is targeted toward consoles and mid spec PC, so it must run very fast. Support for reflections of dynamic objects or sharp reflections is supported but will require addational memory overhead. Quick Reflection Environment Setup To quickly get the Reflection Environment working in your project's levels, you will need to do the following: Add a few lights to your level and build the lighting once as there must be some indirect diffuse lighting for the Reflection Environment to show up at all. If you fail to see reflections in your level or your reflections are not as strong as you require you can try the following: Make sure that your Materials have a noticeable Specular and a low Roughness to better show reflections. A shadow casting skybox. Full lighting Box shape
Reflections This example shows off the real-time reflection capabilities of Unreal Engine 4. The scene shows a rundown subway terminal with a lot of water leaks, grimy ceramic tiles, dilapidated pipe work, and other worn-out environment details. In this document, we will give a high-level rundown of the techniques employed and the features involved in bringing the effect together. The following image shows the reflections in this scene blending on and off to demonstrate their effect. Reflection Environment The Reflection Environment works by capturing the static level at many points and reprojecting it onto simple shapes like spheres in reflections. For more information on the Reflection Environment and Reflection Captures, please see Reflection Environment . Reflection Capture Actors Reflection Capture Actors are objects that are strategically placed throughout the level and feed reflection data into the Reflection Environment. There are currently two reflection capture shapes: sphere and box. Contrast
Weird reflection Hi Enzim9010, This is due to screen space relfections. Only what is visible on the screen can actually be reflected. In order to have reflections that are not visible on the screen you'll need to use sphere reflection capture actors. This will not make a life like mirror like you would want as these reflection captures can be lower quality and not intended for this specifically. You can read about reflections here in the documentation: Alternatives that others in the community have done is to use a Scene Capture 2D as the texture for the image. I hope this helps. Tim
Scan The World back A World of Fragile Parts, La Biennale di Venezia In ‘A World of Fragile Parts’, La Biennale di Venezia and the Victoria and Albert Museum (V&A) explore the threats facing the preservation of global heritage sites and how the production of copies can aid in the preservation of cultural artifacts. Ecological uncertainty, violent attacks, and the increasing demands of tourism are just a few of the factors putting global heritage sites and cultural artifacts at risk of destruction and loss. Museums have a long history of producing copies. For the cast collections that survived however, a new value emerged: preservation. With the emergence of new scanning and fabrication technologies, there is a renewed effort to preserve through copies. -Brendan Cormier