Commit Graph

11 Commits

Author SHA1 Message Date
Rolando Caloca
f7a84a6ab7 x
[CL 2321632 by Rolando Caloca in Main branch]
2014-10-07 14:44:13 -04:00
Brian Karis
9d26f950d0 Tore out D3DX generate UVs and the mesh editor tab for it.
[CL 2285473 by Brian Karis in Main branch]
2014-09-04 19:57:12 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Lina Halper
f6f41fb49d added better warning for build skeletalmesh fails.
[CL 2228970 by Lina Halper in Main branch]
2014-07-23 16:21:29 -04:00
Lina Halper
4a7d368960 TTP 340843 CRASH: FBX IMPORT: Asset crashes engine to desktop on import
[CL 2227398 by Lina Halper in Main branch]
2014-07-22 15:32:59 -04:00
Dmitriy Dyomin
e5f5c404ab MeshMerging: added option for specifing max atlased lightmap resolution
[CL 2124209 by Dmitriy Dyomin in Main branch]
2014-07-02 07:32:18 -04:00
Dmitriy Dyomin
fa954e7225 World Browser: Generated assets for LOD maps now stored inside LOD map package
World Browser: LOD maps generator now correctly handles maps under SC
ProxyMesh utilitiy now produces assets in a separate packages or in one single package
ProxyMesh and MergeActors utilities now use more consistent names for a produced assets (demolet naming conventions)

[CL 2104291 by Dmitriy Dyomin in Main branch]
2014-06-13 04:13:11 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Dmitriy Dyomin
1569308af9 Added options dialog for actor merging utility
[CL 2091686 by Dmitriy Dyomin in Main branch]
2014-06-02 06:42:23 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00