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Overcoming UE3 engine limitations?

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 ;).
 
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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.
 
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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

Forest_Thumb.jpg
 
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