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Robert Haab

@tzupi

"Good looking tech? Yup, that's what I like." ᓚᘏᗢ

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17.11.2023
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Latest posts by Robert Haab @tzupi

It should :)
We tested a lot on ultrawide, but if not, please send a feedback back!

22.04.2025 16:15 👍 8 🔁 0 💬 1 📌 0

Have a stable flow of demon to kill

01.01.2025 18:09 👍 0 🔁 0 💬 0 📌 0

And there we have it, the texture size went from 4096kbyte to 85kbyte, so it has waaaay nicer memory footprint now.

04.12.2024 11:20 👍 0 🔁 0 💬 0 📌 0
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The widget is a full screen one, and on 4K screen that resolution was kind of justificable, but it literally had the same ornament in the corner, so why not crop one of it, and solve the rest in the material? Fortunately the UV math for a 90 degree rotation was really simple and cheap.

04.12.2024 11:18 👍 0 🔁 0 💬 0 📌 0
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Some texture practice... We are having a texture optimisation pass in our project as we have some VRAM bottleneck on consoles.
I found that texture in a widget (Dramatic reenactment because of NDA). In the original ~90% of the texture was empty, and it was a big one.

04.12.2024 11:13 👍 0 🔁 0 💬 2 📌 0
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Extra tip to end :
UI Materials are a bit funky Time-wise, and it is not using GameTime in the Editor. We had good results with that setup in the WBP

19.11.2024 14:19 👍 1 🔁 0 💬 0 📌 0

With these the UMG BP just sets two parameters and GPU solves all the rest.

19.11.2024 14:15 👍 0 🔁 0 💬 0 📌 0
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I introduced a parameter for the play direction. It is 1 if Fade In, and 0 if Fade out.
For Fade I used a Lerp and OneMinus for switching the play direction.
For disabling the Rotation I just multiplied its local param with the IsActionVisible, effectively zeroing it if we are playing backwards.

19.11.2024 14:14 👍 0 🔁 0 💬 0 📌 0
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The rotation had a specific curve originally that I replaced with some math.

19.11.2024 14:11 👍 0 🔁 0 💬 0 📌 0
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Both features had different animation length: 350ms for the rotation sequence, and 100ms for the fadein/out.

19.11.2024 14:10 👍 0 🔁 0 💬 0 📌 0

Reflecting to @techartaid.bsky.social post : bsky.app/profile/tech...
How to move timelines to the GPU.

The goal was to have an icon appearing on the screen, rotate it a little, and able to play that animation backwards but without rotation.

19.11.2024 14:08 👍 1 🔁 0 💬 5 📌 0
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The curves were simple enough to use simple math fortunately. That was the most complex one. But I am sure if it would get more complicated than that, I would go for curve atlases.

19.11.2024 13:16 👍 0 🔁 0 💬 0 📌 0
Preview
World Curvature Shader, Robert Haab That was a proof of concept project, inspired by one of the scene of Inception movie when Ariadne bends Paris. Disclaimer : the level is the demo map of City Park Environment Collection made by Silver...

Heck, here is some content:
www.artstation.com/artwork/RnDLmA
I really like that back then. I should redo it, and fix some issues...

18.11.2024 19:44 👍 1 🔁 0 💬 0 📌 0

Last week I blew a dev's mind with that technique as we moved multiple animations to the GPU instead of having these as animation tracks in UMG on the CPU side.

18.11.2024 19:35 👍 2 🔁 0 💬 1 📌 0
A grey and white table titled: Formulas for Photoshop blending modes

The subtitle says: Originally created by Rogelio Bernal Andreo
"While some of the formulas are precisely what Photoshop does, others are just an approximated guess."

What follows are rows of blend modes, including their forumlas, their commutavity, and additional info. 

A link to the full webpage with machine readable text is available at: 
https://web.archive.org/web/20210526073530/http://www.deepskycolors.com/archive/2010/04/21/formulas-for-Photoshop-blending-modes.html 
This link will also be posted in the replies.

A grey and white table titled: Formulas for Photoshop blending modes The subtitle says: Originally created by Rogelio Bernal Andreo "While some of the formulas are precisely what Photoshop does, others are just an approximated guess." What follows are rows of blend modes, including their forumlas, their commutavity, and additional info. A link to the full webpage with machine readable text is available at: https://web.archive.org/web/20210526073530/http://www.deepskycolors.com/archive/2010/04/21/formulas-for-Photoshop-blending-modes.html This link will also be posted in the replies.

Shader Artists!
Here's a super handy reference for the formulas behind Photoshop's blending modes✨

31.10.2024 16:58 👍 448 🔁 129 💬 19 📌 5