The trace was done on CPU, Blueprint at the time. Then the results were drawn using the draw to material pipeline.
Nowadays we can do it nicely with Niagara, trace on CPU as a Emitter script, save data into a data interface, then draw to RT in a sim stage
This can be very nice since there are utilities to help make an async function of it, if the tracing gets heavy
tip of the day:
you can generate a simple pizza-mask using math and occlude your smoke effects with it, so that the smoke wouldn't penetrate walls
#gamedev#techart#vfx#realtimevfx#UE4
Blue checks are primarily transphobic and Twitter promotes blue checks. That makes Twitter a transphobic platform. This is the final straw for me, I’m deleting the app now. It’s been fun memeing with you on the hell site, until next time. pic.twitter.com/R3xqxKBjmr
This new Doom: The Dark Ages trailer absolutely SLAYS. We're so proud and thrilled to have worked with the teams at @FX_Chamber, @Beyond_FX, and @idSoftware to bring the VFX to life and can't wait to see more gameplay!
youtube.com/watch?v=bMr8Wf…
We're excited to fully reveal #Otherskin, our #upcoming fast paced third-person action-adventure. The #Steam page is live starting from now! Please check it out for more information and please wishlist it! Link below. This game is for fans of #Metroid and #TombRaider <3