UE5 Dynamic Colored Translucent Shadows pt. 2

Описание к видео UE5 Dynamic Colored Translucent Shadows pt. 2

Sorry about the length. I regret not making this into more than 2 parts, but hopefully you'll see through to the end. In part 2 we create our shadow depth mask, align our BP to the sun and discuss tweaks to getting a nice, believable shadow that closely matches our path traced reference.
00:00 Turn off shadows for scene capture
02:30 How to capture depth without capturing unwanted background?
05:20 You could try to build a mask
07:00 Or just use two captures
09:30 Color can be pretty low res
10:00 Starting to construct the shadow depth comparison
13:50 Watch the shadow appear
19:10 Dot product mask
22:30 Progress check
23:35 Bringing back some specular
28:10 Soft shadowing the color
34:17 Pattern on the glass
37:00 Notes about layered glass
39:40 We need to align our camera with the sun automatically via BP
41:40 Don't forget to declare you communication reference like me
42:30 Still broken - somehow my camera and decal were out of alignment
44:00 Now it works
44:40 Updating the depth buffer for camera position for any direction
47:40 Darkmode, GI bounce
49:20 Rendering two panes for independent control over capture and main pass
55:55 Why you want to output depth for the visible object but not the captured object

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