Archived post by lewis.taylor

no other engine can do it, so points for that

@tokyomegaplex I’ve been doing this a lot lately

it is a principled shader with no base color, high spec, and low opacity

and a volume rasterizer

you get spec hits, and the white volume look

you’d be able to pump up the spec in comp, this just uses the whitewater particles as is

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Archived post by JeffLMnT

@nicholas ralabate @jake rice 😮 This is a really stupid example, but it demonstrates the technique nonetheless

Sorry, my discord notifications were off – so I didn’t see this until I switched on my computer

I’m using a complied block in a sop solver and processing both geometry and constraints in the same step – and they work in tandem 🙂

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Archived post by Atom

@art3mis I put together some simple python scripting examples for fetching image assets into the Unreal Editor and connecting them to a material. forums.unrealengine.com/t/solved-import-alembic-and-assign-material/240088 forums.unrealengine.com/t/solved-connect-a-texture-to-a-material/151392 forums.unrealengine.com/t/solved-folder-to-sequencer/152330 forums.unrealengine.com/t/solved-images-as-planes-for-unreal/152292

Archived post by mestela

yeah, the temp fix i’ve found is to make a copy of the sequence stored in the usd file (double click the sequence in the usd to load it, use the wrench icon to save it to a new name in your content folder), make a new camera, parent it underneath your usd camera, and drag that camera into sequencer

now and then i’ve been able to use the usd camera directly, but it wasn’t reliable, this hacky hack works