Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.

Main Features

  • 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
  • Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
  • Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
    • Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    • Dynamic characters casting dynamic soft shadows on the scene using shadow buffers. Shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras. Dynamic branching is then used to refine shadow coverage in penumbra regions.
    • Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
    • Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
  • All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
  • Volumetric environmental effects including height fog.
  • Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
  • UnrealKismet, our visual scripting system:
    • Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
    • By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
    • UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.
  • The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between XSI, 3D Studio Max and Maya, and shippable game content.
  • A powerful browser framework for finding, viewing, and organizing game assets of all types.
  • Visual placement and editing of gameplay objects such as players, NPCs, inventory items, AI path nodes, and light sources – with a full realtime view of their appearance, including 100% dynamic shadowing.
  • Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
  • Realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.
  • Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.
  • Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.
  • In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
  • Plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
  • Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.
  • All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste; customizable key and color configuration; viewport management.
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Blog RSS Feed Report abuse Latest News: De-materialisation (Behind the Scenes VFX part 2)

About Eden Star with 3 comments by Alivender on May 24th, 2013

Hello everyone! Marcin Dudkowski here again. Last time I posted, I talked about my visual effects compositing pipeline. Today I have more behind the scenes information and also something interesting to show you.

Do you remember the IKA Alien from our previous post? It has been mentioned that it feeds on matter. More to the point, in Eden Star you, as a player, will also be able to de-materialise objects , although for a different purpose. One of my responsibilities at Flix Interactive is to make sure this process looks powerful and beautiful. Here is a prototype:

To keep true to the "behind the scenes" promise, I am going to explain how this effect is created and controlled. At the very core of it lies a synergy of lights, particle systems and animated materials. The latter is built upon a system of masks, which I want to talk about. I am going to get quite technical from this point on. Tread carefully :)

De-materialisation masks

The image above depicts Unreal3's material editor with the aforementioned functionality stripped to bare minimum for better understanding. To produce required monochromatic masks I am comparing a simple black to white gradient texture against a 0 to 1 parameter (here called "Progress"). The "If" nodes then translate them into pure white on the left of the point where the parameter is of equal value to the gradient, and pure black on the right.

By adding a tiny value ("EdgeWidth"=0.02) to one of the gradient instances I am able to produce a "Darker Mask" with a small offset. I can then extract said offset by subtracting one mask from the other. From this point I have a set of textures I can use to create a glowing disintegration edge, and to turn any object fully visible on one and fully invisible on the other side of it.

Now, changing the values of the "Progress" parameter would visually wipe the entire material into the strangulating clutches of nothingness... ehkm, in an organized and orderly fashion. However, using a more erratic texture instead of a simple gradient will produce more interesting results. From this point, all that is left is adding a bunch of embers, glow-dust, lights, god-rays etc. and the effect is ready :)

This concludes my mini-tutorial on the disintegration effect for Eden Star. I had to keep it rather short, but I hope at least some of you found it enlightening. Sharing my knowledge has always brought me great pleasure, so if you guys have any questions about visual effects in general, please do not hesitate to ask me. I will respond to everyone. Let's fill this comment section below :)

Thanks for reading! I am leaving you with an image update on my work on the scene I showed you in my last post. Till next time!

Eden Star in Space

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Post comment Comments  (70 - 80 of 131)
Ekonk
Ekonk Nov 18 2009, 12:22pm says:

Does this include all the materials, models, and sounds etc from Unreal Tournament?

Because if it doesn't, I kind of have no use for it.

0 votes     reply to comment
CrystalCore
CrystalCore Nov 16 2009, 8:25am says:

This is a group for all UDK users, lets keep UE3 and UDK seperate :)
Moddb.com

+1 vote     reply to comment
Ichiman94
Ichiman94 Nov 11 2009, 12:12pm says:

"64-bit color High Dynamic Range rendering pipeline"
32-bit color is nice, but 64-bit color o_o

+1 vote     reply to comment
Johnchief117
Johnchief117 Nov 8 2009, 2:27pm says:

I am sorry if this is a stupid question, but now that I have UDK, could I use any Unreal Tournament 3 mod without UT3?

+1 vote     reply to comment
Bucky0125
Bucky0125 Nov 12 2009, 9:11pm replied:

Only if the mod developer has made a UDK version. It doesn't require too much for them to transition from UT3 to UDK though, so I think a lot of them will.

+1 vote     reply to comment
Johnchief117
Johnchief117 Nov 14 2009, 10:24pm replied:

ok.

+1 vote     reply to comment
RavenITA
RavenITA Oct 8 2009, 3:21pm says:

If only it had better BSP creation... I'd love to use it but making rooms like in Hammer requires MUCH more work

+2 votes     reply to comment
fdslk
fdslk Oct 3 2009, 3:44am says:

how many polys can this one support? more than 30k? I read in UDN that Unreal 2.5 supportted 35k, but I'm not sure about it :S

0 votes     reply to comment
GameGuy99
GameGuy99 Sep 26 2009, 12:52pm says:

this engine is the most amazing engine ever!!!! the only thing it's missing is the destruction of Geo Mod 2.0

+2 votes     reply to comment
PedobearNED
PedobearNED Oct 3 2009, 7:11am replied:

yeah lol geo-mod is Über awesome :D

0 votes     reply to comment
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