[ #Unreal #Software ] Epic Games has unveiled Unreal Engine 4.16, the latest version includes exciting new rendering and animation fea...
>> See Also: Photorealistic Character sample in Unreal Engine 4Check out some Major Features
• New: Volumetric Fog
-Create incredible ambience and mood in your environments using the new Volumetric Fog! Varying densities are supported so you can simulate clouds of dust or smoke flowing through light shafts, and any number of lights can affect the Volumetric Fog.
• New: Image-Based (FFT) Convolution for Bloom
Create physically-realistic bloom post-process effects using the new image-based (FFT) convolution feature! Unreal Engine 4.16 ships with a FFT Bloom that empowers artists to use custom bloom kernel shapes, with total control over the intensity in order to match the results they imagine.
• New: Distance Field Lighting Optimizations
Distance Field Ambient Occlusion and Ray Traced Distance Field Shadows are now 30-50% faster on current generation consoles and mid-spec PC! These features allow for more realistic ambient lighting and area shadows on dynamic meshes in your scene.
• New: Lightweight Rigid Body Simulation
Create hordes of physically-simulated characters with the new lightweight rigid body character simulation! You can now simulate a Physics Asset inside your Animation Blueprint using a new high-performance immediate mode PhysX API. Characters using this simulation can also generate collision with static geometry in the world.
• New: Low-level Clothing Simulation
Gain more control over clothing simulations using the new low-level NVIDIA NvCloth clothing solver!
• New: Physics Simulation in VR Mode
You can now simulate physics Actors in VR Mode using the motion controllers to interact with objects! Place Actors set to simulate physics and let the physical simulation run to get a realistic scattering or to knock Actors around with the motion controllers.
• New: Opacity and Opacity Mask for Material Flattening
We have added support for baking out opacity (mask) values when using the Actor Merge Tool or Hierarchical LOD system. The resulting (instanced) material uses your configured blend mode to ensure it follows the correct render path. Here's an example of a baked out masked material:
Check out Unreal Engine 4 release notes HERE
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