Foliage edges turns white in Unreal Engine 5 - unreal-engine4

Image: look closely
Image: look from far away
Hi, I'm new to UE, and I have been tried for days.
No matter what foliage I added to UE, they all seems good closely but becames white far away, and examples level have same issue. and if I follow all kinds of tutorials on udemy or youtube, the final effects always different with the vedio.
seems I missed some setting, but I have tried all toggles I can find in the UE editor.

Related

Why is my spotlight not showing up in Unity3d?

Image of the thing. Basically what it says on the tin. Trying to use a spotlight to illuminate objects in my game, only it doesn't show up. I've already tried doing all the setting changes described in other questions about the spotlight on here (the intensity is 2 in the screenshot, but I changed it to many different numbers), but no change. There aren't any errors being thrown that I can see since I changed the indirect multiplier to 0. Settings If there's an easy answer to this, please tell me.

Orientdb Studio Graph View - Words Cut Off

I have casually been experimenting with OrientDB at work for a couple of years, but one thing that really bothers me is that the Studio Graph view seems to cut off the text inside the vertices. Actually, the problem is not that they're cut off, but that the white text matches the white background, and since the text doesn't wrap, the text outside of the vertices becomes invisible. It doesn't seem to matter what version I use, but currently I'm using v2.2.
Here's what I mean:
OrientDB Studio Graph View - Words Cut Off
I have many times toyed with the idea of using OrientDB kind of like a mind-map - a way to store information as it is learned, and then illustrate it using the Graph view for others to see and understand. If it was just me it wouldn't be so bad, but I can't show it the way it is, because of this cut-off issue.
I've tried changing the radius of the vertices but then the edges get crowded and unusable. I've tried changing other settings via "select * from _studio" - but the changes didn't seem to "stick". I was hoping to find a way to increase both the radii and the length of the edges. I didn't want to resort to using Neo4j since I've already invested time in learning OrientDB, but it seems they have this feature out-of-the-box.
Is there any way to make the graph view more manageable when character lengths are a little longer? I appreciate any input!

2D game development sprite/layout/terrain creation

ask a general question. There are few sprite resources and they are hardly liked by me. I would like to learn from the absolute scratch, such as how do I create a sprite from my idea.
Can I ask do I create it this way or what's the standard process?
1. draw it on white paper
2. scan it into a .png jpg etc
3. render it in photoshop
Thanks.
It's not quite right for Stack Overflow indeed, but I have a few suggestions anyway.
If you want to hand draw your art there are a few approaches. I started drawing the resources I needed on paper and scanning them, but this raises a couple of problems.
The first problem is that it can be hard to remove the white background properly leaving nasty bitty edges. This can be solved with time, practice and patience, and as far as I know there is no good way around this.
When using paper, it can be very hard to get clean areas of solid color. Pencils and the like leave and extremely distinctive paper texture, but approaches that give more solid colors using inks tend to go very blotchy.
The other problem is that if you want to animate these, or indeed reuse part of one sprite in another, you're left drawing bits of sprites - this lead me on to my currently favored methodology.
My recommendation would be to use ink onto acetate. You'll need to do some research into the best inks to use, but it means you can build the sprites in layers, much like animators used to do for film back in the day. You still have to solve the white background problem after scanning though, and if you pick the wrong ink it can be very easy to smudge your drawings - not ideal.
The other, more expensive alternative is to use a graphics tablet, and cut out the paper/acetate stage all together. This solves the white background problem, but some people find drawing with tablets oddly difficult - myself included.
Adobe software wise - I would personally use Illustrator while working with a graphics tablet, Photoshop for making adjustments to the resulting images, and Fireworks for building UI interface elements.
Hope this helps!
This is not really a coding question. As far as I know stackoverflow is only for technical problems. That said, I would recommend Illustrator to get started. There are some great tutorials out there. :)

Rendering a 3D object from four different angles

I am working on a project where I have to render 4 different sides of a 3D object at the same time on the screen. The output should have 4 different camera outputs rendering the front side, left side, right side and back side of the 3d object.
I found that a gaming engine like Unity may help to do something like this. However, I have just started using Unity and can't figure out how to do it.
Here is the link for some examples. This is how I want the output to look like
Well first of all, welcome to Stackoverflow. And you are right, Unity is an excellent IDE to achieve what you described.
As stated in the FAQ and here, I'm going to give you an answer I deem fitting to your question. I can post the code here in about 30 minutes which does exactly what you asked for, but then we'd miss the point of learning to program and posting at StackOverflow in general. I'll show you the way on how to start on this project, but then you'll have to try yourself. If you have any troubles after trying some more, we can help you with specific problems, provided you have researched some before and show us what you tried.
As to your question, it's relative easy to do so. First create your object in the scene, then drag and place four different Camera-objects in the screen. Using the Camera's Normalized View Port Rect (Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1)), you can then split up the view to show the feed of each Camera.
This ofcourse happens in a script. You can read here about Scripting in Unity. Even if you are an expert in programming, that link is worth a read when you are new to Unity.
Good luck.

Overlay "Structured Glas" Effect on iPhone Camera Feed - General Directions

I'm currently trying to write an app, that would be able to show the effects of glas, as seen through the iPhone Camera.
I'm not talking about simple, uniform glas but glass like this:
Now I already broke this into two problems:
1) Apply some Image Filter to the 2D-frames presented by the iPhone Camera. This has been done and seems possible, e.g. in the app: faceman
2) I need to get the individual lighting properties of a sheet of glas that my client supplies me with. Now basicly, there must be a way to read the information about how the glas distorts ands skews the image. I think It might be somehow possible to make a high-res picture of the plate of glasplate, laid on a checkerboard-image and somehow analyze this.
Now, I'm mostly searching for literature, weblinks on how you guys think I could start at 2. It doesn't need to be exact, in the end I just need something that looks approximately like the sheet of glass I want to show. And I'm don't even know where to search, Physics, Image Filtering or Comupational Photography books.
EDIT: I'm currently thinking, that one easy solution could be bump-mapping the texture on top of the camera-feed, I asked another question on this here.
You need to start with OpenGL. You want to effectively have a texture - similar to the one you've got above - displace the texture below it (the live camera view) to give the impression of depth and distortion. This is a 'non-trivial' problem, in that whilst it's a fairly standard problem in its field if you're coming from a background with no graphics or OpenGL experience you can expect a very steep learning curve.
So in short, the only way you can achieve this realistically on iOS is to use OpenGL, and that should be your starting point. Apple have a few guides on the matter, but you'll be better off looking elsewhere. There are some useful books such as the OpenGL ES 2.0 Programming Guide that can get you off on the right track, but where you start would depend on how comfortable you are with 3D graphics and C.
Just wanted to add that I solved this old answer using the refraction example in the Khronos OpenGl ES SDK.
Wrote a blog-entry with pictures about it :
simulating windows with refraction