Amit Mehar @amu_mhr
Doing Niagara experiments in my free time. 💗Niagara amumhr.gumroad.com Pune, India Joined June 2012-
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Replaced ProceduralMesh component with a custom setup, ~50ms -> ~0.8ms ProcMesh copies around data a lot :( #UE5
I may have figured out a good enough way to import named attributes from #geometrynodes, without having to hardcode/duplicate a bunch of things in code/materials... :? #UE5
Spent some time optimizing and added some basic input support. My Niagara setup was much quicker in comparison ^^' #geometrynodes #UE5
A quick #GeometryNodes -> #UE5 test :) Was very easy to setup, but handling all the input/output cases would be a bit tedious ^^'
Hmm, not sure how to bake custom data in UV channels when using #chaos fracture :?
#UE5 #gamedev Video is out 🥳youtu.be/yYE1Hfg067I?si… Breakdown of my realistic grass shader with tons of shader shenanigans (probably too much🙃) It features a shader-driven bend, rotation, tilt, clump, scale, constrained camera-facing cards, wind, normal reconstruction and more.
Unhinged developer optimizing their scene transform updates...
Unhinged developer optimizing their scene transform updates... https://t.co/6h71oiiKUu
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@amu_mhr oh, I see. I should rewrite it a bit to make it less confusing and also it's 2 yeas old. Using Altermesh works with instances as far as you setup it correctly and exporting mesh utilizing instances works now too (using FBX, GLTF or USD format which was not available at that time)
4 months of python scripting on weekends experience and yay, here is an addon that helps our team to build scenes in Blender and export them as prefabs to Unity. Check Scripting for artists and @cgpython on YT that helped me a lot to get started.
Do you want to see something really cool? 🤩 @Blender ➡️ @unity with 2 clicks and clean structure with prefabs. Now we're cooking 🔥 By one and only @Pavel_Oliva 💪🦄 #screenshotsaturday #gamedev #blender #unity #lowpoly #stylized #polyuniversalpack
Preview of applying my Smear material to the earlier kick animation! #gamedev #ue5 #UnrealEngine
At GDC I delivered a talk on Stylization in Unreal Engine 5. We covered Post Processes, Material Overlays, using RVTs for pretty looking grass and a paint-the-world style effect. You can find the talk as well as the graphs I made here! #UETips dev.epicgames.com/community/lear…
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@games_inu I've this in one of my materials to flip between coordinates on the fly:
@amu_mhr @GhislainGir That's where I think Epic might end up as well. Some sort of sparse representation around geo that gets projected and interpolated.
@amu_mhr Well damn!! That's impressive, awesome work!!
@amu_mhr This is amazing, and surprisingly fast honestly