Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..
Really awesome work and the tutorial is fantastic. Thanks for sharing.
Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.
Check out an ambient wind system by Sascha Henrichs for UE4 that works with physics, Apex cloth and Speedtree, with particle effects and the simple grass vertex shader.
This blueprint wind system:
– works with physics
– works with Apex cloth and Speedtree
– works with particle effects
– works with simple grass vertex shader
The Unreal Engine’s native wind object “Wind directional source” will only affect apex cloth and speedtree objects. This wind system affects all possible kinds of actors and objects. Also, wind affected physical actors will be audible when moving. It is possible to trigger rolling or swinging movement sounds as also “OnHit” sounds.
The Windsystem works with an unbound wind zone and wind actors that react to this wind.
The wind zone is the class that creates the wind force. The wind actors are affected by the wind.
Since the possible affected wind objects are all different object classes, a few different approaches are needed to project the wind.
For the physical actors, the wind is driven by add force, whilst the windload on each wind affected actor is calculated by the objects projected surface area and the objects material density.
Cloth is driven by a spawned “Wind Directional Source” that is synchronized to the generated blueprint wind. PFX and the Grass shader take their wind strength directly from the wind curves and go through multipliers. Where the PFX wind result drives an emitter parameter and the foliage wind goes into a material parameter value that drives additional World Position Offsets in the foliage shader.
You can find more details on the system and buy the product here.