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Petyu

13
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A member registered Jul 03, 2024 · View creator page →

Creator of

Recent community posts

Hey!

I’m planning to completely revamp how users can control and use the effect, since I think I’ve found the right way to handle it through the material system in the engine, which should be much more user friendly.
But there's still a lot stuff to test.
For example, for some reason, masked materials start leaving a slight trail in the texture. This is related to the texture format, tho I'm not quite sure how to fix it yet due to the specifics of texture format conversions in RDG.

Sure, please email me - pety4n@gmail.com

Thank you!
1. Yes, temporality. This will allow the effect to work with VR (anyway I still need to figure out how to properly work with temporality for the next plugin I'm working on)
And I might find a solution for how the effect can be used through the material editor.
If we're talking about some visual stuff – I might come up with something for the effect styles.

2. Yes. You should look at DatamoshCS.usf in the Shaders folder. Also, for convenience, I recommend enabling shader development mode in the engine to make shader recompilation easier. (Ctrl+Shift+.)

3. Actually I've thought about this, but I'm not sure about this feature yet. I haven’t tried it myself. However, you can imitate it with particles, for example -https://twitter.com/Jam2go/status/1829943496897421532

4 .Yes, that’s currently intended for better compatibility with Scene Depth. Try increasing the value for r.Datamosh.DepthDistance (for example, to 10)

Unfortunately, no, I'm not sure how to like "sync" this. I think it would be possible if I were selling product activation keys for the Epic Marketplace, but it seems Epic does not encourage this.

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Well I'll see what I can do with gameplay tags since that's a good idea. But first, I need to finish functionality related to custom depth and stencil.

I think the new update is more than halfway done, so it will include expanded functionality for excluding objects.

I've found a proper way to read Stencil values of objects for operations within the shader, but I still need to find a more optimal way to pass this values and work with this array inside the shader code (which is always tricky with arrays in HLSL).

Hmm, I'm not sure I understand you.
SceneViewExtension is used for the plugin's functionality, including achieving effect that apply only to specific objects on the scene. In the current version of the plugin, this can be done using plugin's blueprint library or console commands. What do you mean by public api/doc?

I released this feature in the latest update, so Jam recently showed it in his video

Thanks! Yes, this is possible.
To achieve this, you'll need to use the depth buffer for the effect and adjust the distance (r.Datamosh.Buffer 2, r.Datamosh.DepthBuffer.Distance for example ~0.1).

Thanks! I'm working on it.
The effect already works with a basic custom depth buffer, but reading the value of the custom stencil is turning out to be a bit trickier than I expected.
But it's definitely possible, it just requires a more specific setup.

No, not at all. I will upload a major update soon, including extended version support

Hi. If you mean that only a specific object on the screen can be the trigger for the datamoshing effect, then I’d say not yet. This would require quite a lot of work if we're talking about for example a mesh that leaves some sort of trail behind it.
But I have been considering adding this feature in future updates. At least I’ll try :)

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whoa, well, I'll double-check the plugin and update the files to meet unreal marketplace standards (without binaries). I think it's a false positive since checking the plugin's DLL libraries on VirusTotal for different versions didn't yield any suspicious results

thank you for the feedback!