New Tools for Building Photoreal Worlds in Unreal Engine 5.2 | GDC 2023
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- Опубліковано 11 кві 2023
- Watch the recording of Epic Games’ tech talk from GDC 2023, ‘New Tools for Building Photoreal Worlds in Unreal Engine 5.2’.
In this talk, we take a deep dive into some of the powerful new features and updates in Unreal Engine 5.2.
Learn about new tools that empower artists to quickly and efficiently create large worlds; a paradigm-shifting material authoring system that enables users to focus on how a material is composed, assembled, and layered from slabs of matter to achieve visuals not possible before in real time; and the latest additions to Chaos physics for vehicle and fluid simulation-all showcased in a demo you won’t want to miss.
#UnrealEngine5 #UE5.2 #GDC2023 #Lumen #Nanite #VirtualShadowMaps #VSM #Substrate #Materials #Chaos #Physics #VirtualWorlds #GameDevelopment #EpicGames #ElectricDreams
I can’t emphasise enough how eager I am to see UE5’s physics engine progress further. Currently it seems a little bit ham-stringed compared to what’s currently possible in the world of real-time physics, and from what I’ve seen a lot of the developers I follow who’re working with the Chaos system are unsure how/if it’s all going to stabilise and cohere. The ideal situation would be to have a physics system where all the different elements (rigid bodies, soft bodies, cloth, cables, rag-doll / skeletal meshes, fluids, fractured meshes etc.) can all coexist and interact with one another, and for that to be performant on a level that makes it viable to base real time game mechanics around them. Obviously that’s harder than it sounds, and it sounds hard, but I see it as an essential component of the engine. All the pretty graphics in the world can’t help a game if everything in its environment is inert and uninteractive. Perhaps someday we’ll have a ‘Nanite moment’ where they figure out a way to increase the amount of physical bodies that can be simulated in a game world by orders of magnitude and I can finally achieve my lifelong dream of bathing in an Olympic swimming pool full of jelly armadillos…
Is there the possibility to download the PCG demo to study it?
Loved this event ! This new PCG framework looks promising. I'm hoping that it would replace the old procedural foliage system, because that takes a lot time to get a decent result. Also is there any demo available to play around with new PCG system ?
Dang. The people at epic are awesome and smart!
Great talk @ everyone in the video
Can we Download this Fantastic Scene/Content?
Loved this talk :)
Thank You😍
Thank you very much, I'm still learning, I'm from Autodesk.
I love it. Amasing.
Yay 3d environments!
Where can we get all this from, I want to check it out
anyone have an idea what kind of node HexSampleNRM is?
Fantastic! Definitely dissociating themselves from Houdini is the right direction
Can it generate at realtime in packaged game?
I hope epic works alot more on cloth physics. I really want to see clothes that react to the players entire skeleton!
interesting
I'm pretty new to Unreal engine but I have a HUGE problem. After shaping the landscape, saved the project and closed the program and restarted and re-opened it, the world window is no more. I don't know how but it doesn't appear. How can I open it again?
Are all these available in the 5.2 Preview.. or will only be available in the full release of 5.2?... especially the MH capture.... i really dont want to spend the long time and data to upgrade only for all of them not to be available yet in 5.2 Preview
my attention breaks down every time someone mentions the Metaverse. I just can't take it seriously. great talk otherwise