Patrick Kelly

695 posts

Patrick Kelly

Patrick Kelly

@_pmkelly

Epic Games. Volume Rendering. Hardware ray tracing with Lumen. Formerly at Disney, Weta, and DreamWorks. Utah alum. Texpat.

Cary, NC Katılım Aralık 2009
1.5K Takip Edilen950 Takipçiler
Patrick Kelly
Patrick Kelly@_pmkelly·
I always learn so much working in production with artists and colleagues. In particular, working on this project with Tim Dörries and Daniel Pearson at Epic has been a blast. And for as much as we could accomplish, more development is planned.
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Patrick Kelly
Patrick Kelly@_pmkelly·
youtube.com/watch?v=Z_Dssj… My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.
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Garrett
Garrett@GarrettArt·
Needed a matching pair of desks for a duo streaming setup and couldn’t find anything that worked. So I bought some butcher block counter tops, fired up some @WoodWhisperer videos, and made my own!
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Tim Hobson
Tim Hobson@TimHobsonUE4·
Right before our company break, I added some additional info for using heterogeneous volumes with our path tracer thanks to the quick review from @_pmkelly. More updates are coming in 5.4, but for now, I hope this helps those using them. #usingheterogeneousvolumeswithpathtracer" target="_blank" rel="nofollow noopener">docs.unrealengine.com/5.3/en-US/hete…
Tim Hobson@TimHobsonUE4

I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor. Go check them out if it's your sort of thing! #UE5 #UnrealEngine docs.unrealengine.com/5.3/en-US/spar… docs.unrealengine.com/5.3/en-US/hete…

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LEGO Fortnite
LEGO Fortnite@LEGOFortnite·
How many bricks do you need to build an adventure? All of them.
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Jason Key
Jason Key@key_vfx·
#UE5.3 path-tracing sparse volume textures from #EmberGen
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Patrick Kelly
Patrick Kelly@_pmkelly·
If you’re at #UnrealFest please consider attending our talk on Niagara Fluids, Sparse Volume Textures and Heterogeneous Volumes. It is at 4:45 in Room 238!
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Patrick Kelly
Patrick Kelly@_pmkelly·
@Metatrox We are not in a livestream room, unfortunately. But they’ve assured us that the talk will be recorded and posted to YT. We will follow up.
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Unreal Engine@UnrealEngine·
TFW your graphics card is making some eldritch noises while rendering this project.
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Jesse Pitela
Jesse Pitela@RedefineFX·
Car on fire made with Niagara Fluids. Real-time viewport capture in Unreal Engine 5.3
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Patrick Kelly
Patrick Kelly@_pmkelly·
@dysnxo Here is my modified Pyro SOP: The VDB SOP declares "density" and "temperature" grids. VDB Active defines a position-based expansion over the complete temporal domain (with value 0) and is piped into the VDB Resample as the "Reference VDB" where pruning is set to 0.
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Patrick Kelly
Patrick Kelly@_pmkelly·
@dysnxo In the meantime, you can address this problem yourself by applying a VDB Resample with an empty VDB grid whose domain spans the operating domain of your sim in the POPs network at export time. I'll link an image to the example later.
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Patrick Kelly
Patrick Kelly@_pmkelly·
@dysnxo @LambertTibo @UnrealEngine You can extend to ShadingRate 1 but you may need to compensate with a significant amount of memory, depending on camera distance (eg: 1024 - 1792)
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Patrick Kelly
Patrick Kelly@_pmkelly·
@dysnxo @LambertTibo @UnrealEngine You'll want to experiment with adjusting memory and shading rate when rendering with path tracing. We will have documentation coming shortly: r.HeterogeneousVolumes.FrustumGrid.ShadingRate 2 r.HeterogeneousVolumes.FrustumGrid.MaxBottomLevelMemoryInMegabytes 512
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