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iPhone X Facial Capture – Apple blendshapes

By on May 22, 2018

Project bebyface is a series of tests I’ve been doing to find a fast pipeline for performance capture (Face and body) that we can use for our up and coming game Bebylon: Battle Royale. http://bebylon.world

Check out the previous tests for more info regarding the iPhone X capture process.  (starting…


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UE4 HLSL & Shader Development Guide, Notes, & Tips

By on April 28, 2018

Here are some tips & notes on how to add a custom hlsl shader, new lighting models, expressions, and global functions in Unreal Engine. Also included some quality of life tips to make iteration easier in UE4.

Disclaimer: These snippets are from our internal OneNote and meant for internal reference…


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Visual AssistX Support For UE4 C++

By on May 14, 2017

Visual Assist has support for UnrealEngine C++ but you must enable with registry settings #Protip #GameDev:
https://docs.wholetomato.com/default.asp?W763


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UE4 4.15 Selective Light Baking

By on May 1, 2017

We heavily rely on sublevels to compartmentalize the different zones in our game. Unfortunately, the default light baking functionality doesn’t really accommodate this as baking from a level invalidates the lighting for all sublevels, even if they’re turned off.

Surprisingly, selective lightbaking was pretty easy to add in (the feature was…


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Protip: UE4 UI To Set Engine.ini console variables

By on April 18, 2017

I always grepped the source code or the DumpConsoleCommands console to find all the hidden UE4 console variables. Thanks to Nick Donaldson, I learned that there was a nice clean UI that UE4 exposed for this. Makes it really easy to set specific performance render config for different device…

Bebylon Saloon 360


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Protip: UE4 Selective Eye Rendering In Stereo

By on March 22, 2017

When using stereo instancing/multiview or the forward renderer, you can’t use screenposition or the stereo pass enum to determine whether you’re rendering the left eye or right eye.
Instead, in your material, you can use a custom node and return ResolvedView.StereoPassIndex to determine if you’re rendering left vs right eye.
We…


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Tip: UE4 Go To Asset Shortcut

By on February 16, 2017

Discovered a new favorite shortcut: Shift+Alt+O anywhere in UE4 to open up a searchable asset picker from anywhere in UE4 instead of having to go to the Content Browser


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Enhanced “Senza Peso” VR Release & Interview Video

By on October 11, 2016

TLDR:

Enhanced “Senza Peso” VR mini opera released to consumer platforms (Vive via Steam, Oculus, Samsung Gear VR)
Interview with K&L co-founder Cory Strassburger on creative process for “Senza Peso”

Hey guys,
We’re super excited to announce the release of a richer, more detailed edition of the celebrated “Senza Peso” VR mini-opera. It’s…


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GE Neuro powered by AMD now on Steam

By on September 6, 2016

TLDR:

GE Neuro has been updated and released on Steam for the Vive & the Oculus CV1

In gearing up to the release of Senza Peso, we wanted to also put out one of our other favorites: GE Neuro done in collaboration with GE & AMD. You can go to the store…


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Senza Peso resurrection!

By on August 18, 2016

At last Senza Peso has risen out of the DK2 ashes and resurrected through the lenses of CV1 & Vive!  Today at the Toronto Film Festival POP exhibit peeps will experience the rebirth of what I’m calling Senza Peso 1.5 and within a few weeks the fully refreshed Senza 2.0 will…