Finished GeometricTransform support for Interchange.
#jira UE-192185 UE-192181 UE-192314
#rb JeanLuc.Corenthin
[CL 27017721 by balazs toereki in ue5-main branch]
Exposed MaterialAttribute possibilities for Interchange.
Updated Shading Model priorities for glTF.
Updated Material Generation to use new MaterialFunction for glTF Transmission.
GLTFCore removed AlphaMode restricion on Transmission materials.
#jira UE-185859 UE-186686
[CL 26063211 by Balazs Toereki in ue5-main branch]
- Added a proprietary material function, MF_PhongToMetalRoughness, to make the conversion. The computation is based on various implementations in open source code, Blender, yocto-gl,...
- Refactored the creation of the UInterchangeShaderGraphNode in FBX
- Modified the OBJ translator to take in account the logic in the new material function
- Modified the generic material pipeline to use the new material function
- Move Anisotropy to common parameters since Anisotropic Phong is a thing
- Renamed PBR namespace PBRMR, for Metallic|Roughness PBR model
- Created PBRSG namespace for Specular|Glossiness PBR model with DiffuseColor, SpecularColor and GLossiness parameters.
- Renamed IsPBRModel to IsMetalRoughModel
- Added IsSpecGlossModel to check against PBRSG parameters
- Added suffix '_MR' to existing materials and material functions used when user requests to create material instances
- Added new materials and material functions with '_SG' suffix for specular|glossiness model
- Added factory dependency between material instances and newly added Map inputs
- Removed ability to generate material instances from the generic material pipeline for the glTF translator
#jira UE-186738, UE-185541, UE-186735,
[CL 25996132 by JeanLuc Corenthin in ue5-main branch]
Added CameraActor vs CineCameraActor handling to Interchange.
Refactored UInterchangeCameraNode to UInterchangeStandardCameraNode and UInterchangePhysicalCameraNode (+ FactoryNodes).
Added Standard.Perspective to Physical camera conversion to GenericScenePipeline.
#jira UE-182119
#preflight 644145faf61b80bcf7e67d01
#rb JeanLuc.Corenthin Aidin.Abedi
[CL 25127030 by Balazs Toereki in ue5-main branch]
- Added asset, InterchangeSceneImportAsset, used to track import and reimport of levels
- Added translated node, factory node and factory for InterchangeSceneImportAsset
- Modified InterchangeGenericScenesPipeline to support InterchangeSceneImportAsset
- Modified pipeline assets for reimport workflows
#fyi flavien.picon,andre.stdenis,francis.moreau
#jira UE-171006
#rb alexis.matte
#preflight 64343a2e427eda5626ad9b49
[CL 24980159 by JeanLuc Corenthin in ue5-main branch]
- Added the ability to apply reimport policy on actors based on attributes with delegates
- Fixed the copy of factory node's attributes from one node to another when the attributes are associated with delegates
#jira UE-171005
#rb alexis.matte
#preflight 642eeff728551807174738a9
[CL 24946066 by JeanLuc Corenthin in ue5-main branch]
- Use FunctionCallShaderNode instead of ShaderGraphNode, and apply directly the outputs to the shadergraph in the Translator instead of the Material Pipeline (StandardSurfaceShader, SurfaceUnlitShader)
Translator:
- Adding a key to the TexturePayloadKey to retrieve CompressionSettings from a TextureNode
Material Pipeline:
- Remove the OneMinus on the SheenRoughness (was only useful for the GltfTranslator)
- Connect and enable the Refraction, which was disabled by default in UE
- Connect the Anisotropy in the PBR model
- Connect the Tangent in the Common Parameters
- Set the Blend mode to Opaque for Subsurface Materials
#rb JeanLuc.Corenthin
#preflight 6424066a5e52099fe34d31eb
[CL 24833195 by Danny Kabrane in ue5-main branch]
Also fixing: When forcing a Skeletal mesh on glTF asset import the animation sequence is not created
#jira UE-177338 UE-174437
#preflight 6408c7cf6c1b9295b9b5a9c6
#rb Alexis.Matte JeanLuc.Corenthin
[CL 24646509 by Balazs Toereki in ue5-main branch]
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.
Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime
New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger
#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2
[CL 24421496 by Thomas Sarkanen in ue5-main branch]
- Add Material SkinXX workflow in the generic asset pipeline
- Add LOD Naming workflow in the generic asset pipeline, the difference with the fbx legacy is we wont create generated LOD if there is hole in the specified lod
- Staticmesh collision was already implement
- UVChannel is implement in the fbx translator since the meshdescription can't pass the UVChannel names. Only fbx will support this feature to make sure interchange fbx is on par with legacy fbx.
#jira UE-152801
#rb jeanluc.corenthin
#rnx
#preflight 63b847ceaf3ebedd99e05a76
[CL 23598610 by Alexis Matte in ue5-main branch]