Overcoming UE3 engine limitations?

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Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
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May UDK is out with lots of nifty toys.
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
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Put down the rays of light and step away slowly...
 

vingt2

FNG / Fresh Meat
May 19, 2010
24
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Did you use a material effect to achieve such a god ray effect?
Anyway, that looks really nice ;).
 

vingt2

FNG / Fresh Meat
May 19, 2010
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It's now a stock feature in UE 3. Just came with the May UDK build.
Oh, ok, i'm still working with March build since I spend less time on it because of exams in three weeks. Yea, I deduce its now an option dedicated in the postprocessvolume properties as I see it in the screen.
I was working on such an effect two months ago, by tweaking the scenetexturesample, but couldn't something as good as it is.
Cool that its now easy to get it ;).
 

Dead.Pixel

FNG / Fresh Meat
May 21, 2010
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The thing about those though is that they really aren't that common. You may see it sometimes in a break of clouds on a cloudy day or when it is very dusty/smoggy. Living in Arizona where it is sunshine 95% of the year I find seeing those odd.

Thought it would be awesome to see those around billowing black smoke from a burning tank or the entrance of a dark tunnel...but still used sparingly.
 

Dead.Pixel

FNG / Fresh Meat
May 21, 2010
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I agree. Though I REALLY think it would be cool around dark black smoke as the light would "shaft" due to hitting the lighter surrounding smoke particles. Would add some depth.
 

jsonedecker

FNG / Fresh Meat
Jun 10, 2008
22
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It's not a jungle but UE3 can produce some nice foliage with some work......

http://www.blackfootstudios.com/Donkey/Forest_01.jpg

 
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Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
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Penryn, Cornwall
Problem with light shafts is that they are a property of a dominant light source, meaning that they are universal across a map unless you do some clever zoning.