Shading/ environment on unreal engine 5 - unreal-engine4

Someone know how to do this shading / post processing like this picture on unreal engine 5 please ?
enter image description here
thank you
nothing for the moment

Look using unreal engine 5 ray traced lighting you can get the lighting effect and for that look you need low poly stylized texture , with both of these things you can achieve it for sure .

Related

Unreal Engine Mobile Rotation Using Touch

Hope Everyone is doing ok, I have a problem can someone tell me why my rotation starts snapping if I increase the sensitivity to like 50 but it is smooth at like 10
Code in the picture Below..
https://i.stack.imgur.com/vmzAs.png

Absence of texture on 3D model in AR application made with Unity 3D and Region Capture

I'm working on a little AR coloring book application using Unity and Vuforia. I did something similar a few years back, but now, with the new updates, they changed a lot of things (I'm using Unity 2017.3, Vuforia 7 and Texture Region Capture 2.0.6 available here https://github.com/maximrouf/RegionCapture).
When the Image Target is shown, a 3D model of that image appears and you should be able to color it. The problem is that on the 3D model I can see all the things captured by the camera, not only the texture, as shown in the image below.
Now, I don't know the reason for this, I tried looking at other tutorials, but even the scripts for this version of Region Capture differ. Below are some pictures containing the way I attached the cameras and the game object to the scripts..
Please help me find a solution.
I have faced the same problem today so I post here the solution hoping that this will help people who encounter the same problem.
To solve it, I had to link the Region Capture to my Image Target and resize it to match the Image Target's size:

Unity Lighning (shader, lightmap or blender UV issue?)

I have the following scene
As you can see the ball in front of me has a very extreme shadow on it's back. How could I make it less extreme? I would like to still see the triangles that compose the Ico sphere but darker and without having to change the sun's position.
I tried to play with my light values, shader value, changed shaders, etc. but without any success. I guess I'm lacking some basic knowledges regarding lightning. Any help / tip would be greatly appreciated!
Thanks.
Models which have light issues or seem to have a permanent black poly may have flipped normals and will not display light correctly. Whichever 3d modelling program is used to make the models will be able to flip a normal for you.

unity 3d backing does weird texture

I have a model with 3 elements, each one has a different texture, when in real time everything looks awesome (both in designed and playing) but if I go and bake my lights I get the ugly mess you can see in the bottom part of the picture.
I'm pretty new to blender/unity. The game is aimed to android phones (google cardboard)
BAKED GI true
Using: Blender 2.7
Unity 5
Backed resolution 1 (increasing doesnt help)
Baked padding 2
Compressed true
Indirect Resolution 2
Ambient occlusion 0
I don't even know what parameters are really helpful here. Can someone help?
Setting Generate Lightmap in the importsettings should solve the problem.

Unity 3D - Particles suddenly becoming transparent

I'm developing a 3D game using Unity3D 4.5.2 (free version, not Pro).
I have used a default Particle System to make a Waterfall. I have placed the Waterfall particle system in the scene in such a way that there is a 2D Sprite of a Mountain behind it.
This is to give an impression to the user that the Waterfall is 'falling' out from the Mountain.
However, after 10 seconds on simulating this waterfall particle system, the particles suddenly become transparent, enabling the user to view the Mountain behind it...have provided screenshots below:
So I would really appreciate if anyone could help me out here, as I've looked at a lot of solutions & fiddled around with all the parameters of the particle system in Inspector but to no avail...
To give you the correct answer for this question, I need see your particle system parameters. But I think something is wrong with "Max Particles" amount or "Color over lifetime". Also check "Start Lifetime", maybe it is too much.