I finally got myself a copy of unreal 4.
There are a lot of things I want to test but my main goal was to see if I could make an animated version of my drawings.
This is a first test after a few hours of work. Very early but promising, I think I'll be able to achieve what I have in mind.
Yeah, it's a screenshot. So much for an ‘animated’ version. I'll also have to find a method for capturing editor stuff …
It's been a while and I've got 3 more examples about mapping a texture to world coordinates almost ready, but these days I'm very busy with some other project of mine.
I also draw (on paper, yes, Sir) and I'm preparing my first exhibition.
Back on Enslaved, the environment artists used this method to map a gradient that would reveal some floor lights along a corridor so they would appear to blink sequentially.
This setup is very simple. This is the texture I'm using:
(It's actually vertical but I rotated it for the sake of this post's layout.)
Since there's a lot of black it will repeat less often.
And this is what the unreal material looks like. As you can see, it's nothing different from what I described in the previous post.
Now in the map, I've just put down a few small cubes with that material on and there I have my blinking lights (sort of).
and here's what the map looks like with the material on the ground plane.
It actually took me longer trying to optimize those gifs than it took to make the whole thing in unreal.
This is not the most exciting of all examples but more will come. Stay tuned.
Today we'll start looking at mapping a texture UVs to the world coordinates.
It's taking quite long to write the whole thing up so I'll keep the examples for later posts.
Mapping to world.
We've looked before at remapping a texture with another texture. The coordinates of a texture have vertical and horizontal data, which you can remap to whatever you want.
‘Whatever you want’ can be the world coordinates.
We're
going to use the world position, but we need to divide it to start
with. The values not quite usable as they are. The more you divide the
world position, the larger the texture will be. It's sort of like zooming in your world: the texture appears larger.
The result is just like setting your texture tiling in a texture coordinates node.
Dividing the world by 500:
Dividing the world by 100:
Unlike your world, a texture has no depth, it only has two axis.
Next
thing we need to know is the way your material will be oriented in the
world so as to map the texture to the correct two axis. Imagine that
you're facing a plane with your material on it. Which axis do you see
pointing away ?
In our example we want to map it to the
ground. If we look down from above, we see the R and G arrows pointing
away. The z channel will not be visible.
So we use a component mask to keep only the R and G channel (x and y).
Bear in mind that the texture will stretch along the third axis, the z axis in our case.
<teaser>
Would
we be to use lerps and map the texture several times along different
axis we could start to get a 3D feel. (at a cost obviously)
</teaser>
That's it for today, several examples will come soon.
I'm preparing a future post which is growing by the minute. I'll probably have to break it down a bit to keep it clear. Here's a bit I'll refer to in the (near) future.
I mentioned the World Position minus Object World position to make things local before, but I didn't explain it properly.
The WorldPosition gives you the world position value per pixel, whereas the ObjectWorldPosition gives you the world position of your object, just the value at which its center is.
When
you subtract the ObjectWorldPosition to the WorldPosition it means that
every pixel will have a fixed value wherever you place it in the map.
The value becomes relative to the center.
Imagine that this quad is in the world. We check the value of the same pixel at different arbitrary locations. WorldPosition - ObjectWorldPosition always returns the same value.
(Remember, if you're thinking of a formula don't just keep it abstract. Give it some numbers to verify that the result makes sense.)
This set up is useful if you want to be able to move your object around and you want
the material to stick to it, it is also good for you to ‘tame’ your
value.
Sometimes you can be testing a feature in your test map, but as you implement it in the game, some things will go crazy.
Depending on where you are in a map, the output of the WorldPosition could range from 1 to tens of thousands. Would you be to use the WorldPosition as,
say a multiplier, you can see where the troubles start.
We
had that in DmC 5 with the summoner. She's a flying enemy so the
character team put some vertex offset in her hair to give it a floating
motion. To do so they used the world position to drive some sine waves. The first tests were looking good in the test map but her hair first went all over the place in gameplay. The fix was just a matter of subtracting the ObjectWorldPosition to the WorldPosition.
When you pan a warped texture, it can be annoying to see the patterns repeated too often.
If you're going to pan it only or mostly in one axis, what you can do is create a long rectangular texture and use a small tiling value on the long axis in your material (0.1 in the example below). As you create the texture, you need to keep in mind the ratio it will be used at.
The top texture is the original with unmodified UVs.
You could for instance use this method to create a wobbly mask that will bring an illusion of flowing liquid.
I originally made this set up for a quick and dirty rain test. The rain was one big gpu particles emitter, no collisions, no nothing, so it was raining indoors.
The dirty approach to solve this issue was to make the rain transparent in the indoors volume.
The idea is to define the range which will remain white in each of the x, y and z axis and then multiply everything together to define the volume.
Defining the range per axis.
We're using a set up I've already described so I'll be quick there. (Told you I liked to use it all over the place.)
For each axis, we're remapping a range of values to a gradient from 0 to 1, then we will also ceil it and clamp the result.
We do it for the min, and we end up with 0 below the minimum and 1 until the infinite.
We
do the same thing again but we invert the values (min becomes max and
vice versa) so we end up with 0 above the max and an infinite 1 in the
negative direction.
Finally, we multiply the min and the max.
Now our range is 1 and any value above or below is 0.
Doing it the proper way.
That was the simple way of explaining it and the way I actually created the original material, but while I recreated it for this post I realised the set up could be simplified a lot with a decent saving on instructions count (34 instead of 43).
The idea is the same but we're dealing with all 3 channels at the same time for the mins on the one hand and on the other hand for the maxs.
After we've been through the value (world position in this case) minus min / divided by max minus min / ceil / constant clamp, we separate the 3 channels (with a component mask) and multiply them by one another.
We end up for the mins with 0 below the min and an infinite 1 along the positive of each axis, and for the maxs with 0 above the max and an infinite 1 along the negative of each axis.
Multiply mins and maxs together and you've got your volume.
In the following video, I'm moving the emitter around so you can see that the coordinates are in world space. (I applied that material to a bunch of simple sprites.)
We could also make them local space if we'd fancy that, by simply subtracting the object position to the world position.
Nice and easy today.
We're starting off with this texture, which is clamped.
When you scale it down (= tile it at a value greater than 1) it moves to the upper left corner. That's because 0,0 is in this corner.
With the following setup, you'll scale the texture from the visual centre of the material:
What is happening exactly?
First we subtract 0.5,0.5 to our texture coordinates. We're shifting the texture and bringing 0,0 to the centre.
Then we scale it.
Finally we add 0.5, 0.5 to bring the texture back to the original position. Simple :)
This was used in Enslaved in the dragonfly scan post process. The values subtracted/added back were exposed and so was the scaling factor, so that the glowy reticle could be animated in matinee.
A screenshot won't tell you much about it but you can see in it in my enslaved showreel from 2:00. It's super short but I couldn't find any specific youtube video. Well, gotta play Enslaved to see it at its best ;)
Now, that was a bit short so let's talk some more.
When reducing the size of a clamped texture a lot, you can come across mipmap artifacts.
One fix is the Preserve Border option.
The tooltip says: ‘If true, the color border pixels are preserved by mipmap generation. One flag per color channel.’
Now the result is much better, but we can still see some artifacts.
Here is the texture I created. The last two pixels are plain black but pixel 3 and 4 start to be white. The dxt compression is done with blocks of 4 pixels so since I've got both black and white in a 4 pixel group, my mipmaps get messed up.
I reimported the texture and made sure I've got a clean 4 pixels border. Even with preserve border off, I don't get any artifacts.
They will appear at a lower mipmap though, but won't ever appear with a correct border and the preserve border option.
Say you want to manually animate a flipbook in matinee.
Here's a very simplified setup for it. The downside is: is has to be one single row but you can modify the amount of columns as you wish.
There could be less instructions but the idea is to make it easy to instance. In the material instance, you just have to modify the FramesAmount parameter and you can animate the FrameIndex parameter in matinee with everything working fine.
What's happening there?
You simple tile and shift your texture.
Tiling.
In this case, one tile is a forth of the texture size. So you divide 1 by the amount of horizontal frames in your texture and multiply only the U of your texture coordinates.
You've got the correct tile size.
Shifting.
To display the correct frame at the right moment, you'll just need to move the texture horizontally.
The amount by which you need to shift the texture to reach the next frame is one nth of your texture, n being th amount of horizontal frames. (4 in this case)
The FrameIndex value (animated from matinee) multiplies this to find how many times you need to shift it.
The floor node is there to ensure you only display full frames.
Since the frame index is floored, your index will be starting at 0, remember this when you control the value in matinee. To animate a four-frames texture, the value will have to interpolate between 0 and 3. (If your texture is set to wrap, a FrameIndex of four will get you back to displaying frame 0.)
Simple.
Not super clean or flexible but definitely super simple.
Quick look at vector graphics textures in after effect.
Fixed rotator.
How to rotate a texture by a certain fixed angle?
Just
input a constant value in the time pin of your rotator. The constant
value is like saying ‘this is where the rotator would get you in that
much time’. (I mean, not technically since the unit is not seconds but
it's sort of a way of seeing it.)
What to expect from
that value? First thing, set your rotator speed to 1. Then you have to
know that unreal uses radians as a rotation unit.
180 degrees = π (pi, the maths symbol equal to 3.14159 and so on).
Therefore, 90 degrees is going to be π / 2.
Good thing to know: you can do maths in input fields. In your constant input, you can simply type in 3.14159/2.
Usage.
You could use a fixed rotator to represent a
circular gauge for instance. Most likely, the gameplay code is going to
provide you with some normalized parameter. (Frankly that’s the best
option. Sure modifying the value to fill your needs will add a few
instructions but it gives you the flexibility to easily do anything you
want with it, rather than having to go bug a coder so he changes the
value he's hard coded for you.)
Modify the input to
the range you are interested in (say 0 to 90 degrees), plug it into the
rotator, and then into a mask that multiplies your gauge.
You’ll
notice that I’ve just multiplied my normalised value; since my min is
0, I don’t need to use a lerp which would add more instructions for the
same result.
Fixed rotator with steps.
We can go one step further.
In Enslaved, Trip has an emp gauge which recharges over time and is split in several chunks which appear one at a time.
I
used a similar setting, with a rotating mask that multiplied my
texture, only this time the rotation value had to be contained until it
reached the next step.
In the following example our gauge value is at 0.5, that's half filled. The gauge is split into 5 chunks, so each step is 0.2.
We check: our many steps are there in our current value ? That's 0.5 / 0.2 = 2.5. We're only interested in full steps so we floor it.
We've then got two full steps, the step size is 0.2 that's 0.2*2, our output value is 0.4.
The
floor node is going to keep the value contained at 0.4 until the next
integer is reached. When we get to 3 full steps, the output will
suddenly jump to 0.6 and so on.
The input value is divided by your step size, floored and then multiplied by your step size.
Credit for this little setup goes to Gavin Costello, currently Lead Programmer at Ninja Theory and full time graphics programming genius.
Vector graphics textures in after effect.
I've got a
thing for after effects in general, and I find it excellent for vector
graphics in particular. It's very flexible, the textures are easily
scaled and iterated. Illustrator could do the same but with after
effects you can also animate everything for previs and/or flipbook
generation. (Which is exactly how I worked during Enslaved. My previs
and textures were the same assets.)
Here's the way I made the previous gauge for instance, using shape layers:
2
ellipses, 6 rectangles, a subtract merge to cut out the inner circle
and the rectangles, another rectangle and an intersect merge to extract
the bottom left quarter. And finally a white fill of course.
I
like to use expressions even with these sort of very simple shapes. It
is a small time saver as you make the texture and might be a massive one
along the project as you iterate on your texture.
Right
there for instance, I link the anchor point to my rectangle size for
the anchor to be at the end of the rectangle rather than in the default
centre. Sure I could have done it by hand but I find it better when
automated. I was a bit lasy in this case so I stopped there but if I had
created this texture for production, I would have also:
linked the size of every rectangle to the first rectangle (or even neater, to a slider control)
linked the rotation of every rectangle to a slider control (and multiplied it by 2, 3, 4 etc. for each next rectangle)
and maybe controlled the radius of each ellipse from a slider
parameter too, just so as to modify everything for one single place and
not have to open up the content properties
You can
already find this elsewhere on the internet but this post just means there’ll
be one more source that might help someone find the info. (Plus it’s a note to
self.)
So. I wanted two things to get done in notepad ++:
Modify an
existing colour theme.
Set the
default language to C++ for certain files types.
Modify an
existing colour theme.
Go to the
Settings menu > Style Configurator.
In the
upper part of the window, choose a selected theme.
Good for
you if you find one that suits you entirely. I generally like the one named
‘Choco’ but I don’t like the selected text colour which I find not visible
enough.
To personalize a theme, go find
your themes folder within your Notepad++ files. (Mine is
C:\Program Files (x86)\Notepad++\themes).
Copy your favourite
theme and rename it. Now you’d think that you could edit your newly created
theme from the Style Configurator and go Global Styles > Selected text
colour and change the background colour. So did I.
Yeah, but
for some reason this is only going to last for your current session and next
time you restart, your changes will be lost. You need to edit your theme’s text
file directly. Open it, search for ‘Selected text colour’ and change the
background colour to your desired value.
Set the
default language to C++ for certain files types.
Go to the
Settings menu > Style Configurator.
Choose the
language you want to add extensions to from the left hand side list then add
the extensions in the ‘User ext’ box: