I think it would be a bit of a challenge, but absolutely possible. I'm assuming you're referring to hyperbolic tilings, not the Unity Vtuber app. Curvascope is open source, and you can implement the methods I wrote in Unreal Engine either as nodes or directly as a fragment shader. I believe Unreal Engine supports fragment shaders. A combination of both would be best. You might even be able to copy Curvascope's fragment shader nearly verbatim, with some changes to convert the GLSL I wrote to HLSL which Unreal Engine uses.
Due to some issues with hosting, I've had to change the URL to curvascope.zenzicubic.dev. Sorry if this causes confusion.
Sweet
How hard would an unreal engine integration be?
I think it would be a bit of a challenge, but absolutely possible. I'm assuming you're referring to hyperbolic tilings, not the Unity Vtuber app.
Curvascope is open source, and you can implement the methods I wrote in Unreal Engine either as nodes or directly as a fragment shader. I believe Unreal Engine supports fragment shaders. A combination of both would be best. You might even be able to copy Curvascope's fragment shader nearly verbatim, with some changes to convert the GLSL I wrote to HLSL which Unreal Engine uses.
impressive. Certainly far outside of my time scope until my life changes, but hope to see some cool content with it one day!@@Zenzicubic