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Unreal Engine 5.1 now available:
https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available

What projects have you been working on lately?

Unreal Engine 5.1 new features video:
https://www.youtube.com/watch?v=FUGqzE6Je5c

Building Unreal Engine from source:
https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/
https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/
https://github.com/NvRTX/UnrealEngine/

Learn Unreal Engine:
https://dev.epicgames.com/community/learning?application=unreal_engine

FAQ:

>Why Unreal Engine over Unity?
While Unity has it's place with some great cross-platform support and an easy user interface, Unreal Engine is much more powerful and pushing the boundaries of real time graphics further. Unreal Engine also has a better license for independent developers; it's 100% free to use until your project generates more than $1 million in revenue, whereas with Unity you must pay to remove the splash screen in your game.

>Blueprints or C++?
Both. When creating a new object, consider creating a C++ class, then a blueprint that derives from it to get the best of both worlds.
C++ is much better for performance and memory management. Certain types of code can be much easier to create and manage compared to blueprints. The downside of C++ is that it can be verbose and difficult to understand, particularly with Unreal Engine's archaic macros.
Blueprints are easier to learn initially and compile much quicker, but as they grow bigger, they can get very messy and difficult to manage. Operations involving real time loops, structs and casts in blueprints can cause performance issues.

For more information:
https://docs.unrealengine.com/4.27/en-US/Resources/SampleGames/ARPG/BalancingBlueprintAndCPP/
https://dev.epicgames.com/community/learning/courses/bY/unreal-engine-balancing-blueprint-and-c-in-game-development/LdK/introduction-to-the-course

Previous: >>902644
>>
can i model like realistic rape?
>>
>>927882
How powerful is the unreal node system?
I'm not expecting houdini like functionality but can it do things you'd do in blender shader and geometry nodes?
>>
>>927913
You can procedurally generate meshes and textures, if that's what you mean.
>>
What is the reason for the new very retarded animation retargeting system?
It was extremely easy in version 4. Now you need to set up all kinds of IK rigs and bullshit. Way too much work for much worse results.
>>
What's the deal with enhanced input and mapping contexts?
>>
>>927913
Good to see.
Blender 3.5 alpha now has simulation geometry nodes. (Stateful processing depending on time)
Is this possible in unreal too?
>>
>>927946
was meant for
>>927933
>>
>>927946
bump I have the same question
>>
>>927933
>>927947
If I am understanding you correctly, it is called Niagara in Unreal.
>>
>>927964
Addendum: You can port Blender geometry nodes into UE5 with a free addon.
>>
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a while back I was messing with blueprint and I wanted my character's sprintspeed to increase overtime as I hold the run button (kinda like building momentum or something).
So I just hooked it up to a timer.
I mean it kinda works but it feels off, and I'm sure there is a simpler way that I just don't know about or too retarded to think of.
plz help?
>>
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>>927975
It feels "off" because you aren't properly implementing acceleration. Go back to your elementary school books.

The first thing you must decide is the maximum movement speed of the player.
>>
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>>927982
Sorry anon. I am gigabrainlet. I didn't know you had to do these things. I will try and fix it.
Initial sprint speed is 3m/s maximum is 10m/s (because why not). Timer goes off by 1 seconds.
So I get to decide how much time it takes to reach the maximum I guess?
I'm literal retard pls no bulli
>>
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>>927985
so I'm gonna say it takes 7 secs or something just for convenience.
So here's the fixed blueprint i think.. probably. multiply by 100 because unreal units
>>
What is the deal with delegates and delegate handles? Why do you need a handle for a delegate?
>>
>>927913
Yes, this was added in 5.0
https://www.youtube.com/watch?v=u1qQO4XRgYQ
Geometry scripting through Blueprints, Python or the new Verse language coming next year.

It's not as powerful as Houdini, but you can do some interesting stuff with it.
>>
>>927942
Reusability. Once you setup once for a skeleton, you can easily reuse the setup in other meshes with other skeletons. You can also reuse BP animation classes between meshes with similar skeletons.
>>
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>>927904
yes, vid related was made in ue5.

https://www.youtube.com/watch?v=sVdTCrBRMmE
>>
I'm very good at making assets and texturing but never had a gift for code like other people. This could be a game changer for me. I have some ideas that I would love to test out with unreal. Unfortunately my computer was stolen, so it may be a while before I can afford a decent desktop.
This might sound weird, but when I think about building my dream, I feel a flutter in my heart, I need to do this.
>>
node messes like in OP pic are not the way videogames are designed, iterated on, or tested
>>
>>928230
>the new Verse language coming next year
Kind of excited about this.
If it compiles fast, then I will probably switch from Unity.
>>
Fucking hell, this is amazing. AI is everything I could have asked for and more.
>>
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Hi, in this video
https://youtu.be/FUGqzE6Je5c?t=413
It shows that lumen is much better at dealing with emissive materials in 5.1
However I haven't been able to replicate this result, while it certainly looks nicer than before, my emissive meshes still create a bunch of noise. Is there a setting I'm missing somewhere or was this just a cherrypicked example?
>>
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I bought this Humble Bundle UE asset bundle.
I LOVE this art style, but what is this art style called? And does anyone have a tutorial on how to use Blender in this style?
https://youtu.be/eF4trduyZlI?t=161
>>
>>927904
>can i model like realistic rape?
only man on man and one has to have a horse dick amd a non-pink colored anus at all times
>>
>>928775
If your market this to furfags you can swim in money, no joke.
>>
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I want to change the whole material color to red, what am I doing wrong?
T_softbox_003 from https://docs.metahuman.unrealengine.com/en-US/metahuman-creator-lighting-presets-content-example/
>>
>>928790
... the texture sample, anon. It's white. The transparent bits is what you see as red. If you want to remove the white, you have to either change the texture, or remove it entirely.

Epic Games has a beginner tutorial on textures. Go watch it and don't return to your project until you have viewed it in its entirety.
>>
>>928791
I wish I can just Google that myself, all the video tutorials I see uses Blend_Overlay
I also have seen https://docs.unrealengine.com/5.0/en-US/textures-in-unreal-engine/
>>
>>928796
>>928791
Forgot picture
>>
>>928797
I must apologize, anon. The course I was referring to is no longer there. Epic Games used to have a dashboard with many tutorials.
>>
I'm trying to create my ground mesh for my scene. Previously I would use megascans texture with tesselation. Since there isn't any tesselation anymore, how do I 'pre tesselate' my mesh for nanite ? How can I use my height map from megascans, tesselate a mesh with a shit ton of poly for nanite and import it inside ue ?
>>
>>928814
So how should I edit the texture color? Does HueShift work? Or should I just export and edit that on photoshop?
>>
>>928819
Displace the mesh inside of your DCC app using the heightmap.
>>
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I was amazed by this scene in Unreal. Do you think you can turn this into a small city and not explode the user's computer especially if you add characters, gameplay and shit?
https://www.youtube.com/watch?v=jGhZW6-eYVM&list=LL&index=10&t=8s
>>
>>927988
Not original anon but speed and acceleration are two different values.

speed = velocity = V
Acceleration = A
Time = T
△= change in

A = △V / △T

So figure out what you want the maximum speed to be and about how long you'd want it to take to get there.
So if you want your guy to go at a max of 10m/s and it takes 5 seconds from standing(0 m/s)to get there then your acceleration should basically be 2 m/s.

A = (10-0) / (5-0) = 10/5 = 2

Look up average human levels for maximum speed /acceleration / etc and just fuck around with those base values to get a good feel
>>
>>928837
Easily. Bog standard meshes and materials with some post process. If you weren't such a cunt you'd have done it already and would be asking for optimisation advice.
>>
>>928845
I wanted to, it's here on my HDD but I can't even launch it without my laptop crying for help. I pretty much know that I'll need to reduce some of polygons for some meshes but I'm more worried about materials and maybe textures.
> asking for optimisation advice
That's what I'm asking
>>
I'm trying to get into 3d graphics programming. I figured I'd contribute to blender, but there's like no documentation for the code. Also it's all in C, so you gotta jump through 50+ files to get anything significant done. I can imagine eventually knowing enough to be useful, but it will clearly take at least a year of poking and prodding.

Is UE better for being a contributor? Can I get up-and-running faster? I don't care that it's proprietary, I just want to cut my teeth on real graphics programming.

I just wanna program contributions to get on my github as a resume for an entry level position. I have some personal graphics projects but now it's time to get used to contributing to something bigger.
>>
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>>929312
>please accept my pull request asap sir
>please merge sir
>hello, when can you merge?
>pls sir i need this in my resume pls pls
>>
>>929321
What a helpful post.
>>
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>>929323
Sorry but jeets are now banned from contributing.
>>
>>929324
YWNBAW
>>
>>929326
YWNBWhite
>>
>>929324
Huh. So that rumor I heard that they were filtering Hindu IT workers *because* they were Hindu may have some validity after all.
>>
>>929327
You're right, I'm Irish
>>
How would you accomplish something like this using Niagara?

https://twitter.com/yaononakanohito/status/1602962940369702912
>>
>>929312
>Is UE better for being a contributor?
No.
>>
>>928826
You should edit transparencies on photoshop, or replace the texture with one of your own, just make sure the dimensions are the same.
>>
>>929752
Can you elaborate for a poor irishman? Is it because the codebase is difficult to parse or because paid devs DGAF about community efforts?
>>
Hey /3/, how can I easily make a simple establishing shot of a 1890s steamship, I already did the ocean part in blender but I don't know where to get a ship model, (can't learn to model, uni project deadline is close). Can I easily do this in UE5?
>>
>>930114
It's because your contributions are going to be ignored unless you're a known developer to them. Just go to their repo and look at how many contributions are just sitting there forgotten. Not even the guys at AgogLabs (owners of Skookumscript) could reliably push their contributions even after they were acquired by Epic.
>>
>>927882
Unity is better, one man show tools, c#, better UI, Rust, The Forest, Phantasmophobia, normal

Unreal engine autistic blueprints+arcaic macros c++ workflow, slow, "muh graphics" lead to fortnite and valorant cartoon jokes, PUBG its the only one realistic but get mogged down by Rust, autistic

Daily reminder that God exist and that everithing you see its symbolic, spiritual and ultimatly occult. When the ultimate code created Quake, Unreal tryed to copy them, failing, and that the secret code of quake passed to unity
>>
>>931864
>everithing you see its symbolic, spiritual and ultimatly occult
I pity you, who fell for the israelian lies.
You're in your own hell.
>>
Any good tutorials for learning blueprints?
I don't mind if it costs something if it's in the ball park of an udemy course.
Also no instructors with eastern european accents.
>>
>>932475
"Blueprints" is a very, very ample topic. However, I recommend these:

https://www.youtube.com/@MattAspland
https://www.youtube.com/@SmartPoly
https://www.youtube.com/@CorebGames

These are enough resources to keep you busy for half a year. Get moving.
>>
>>932529
great resources, thank you anon.
>>
>>931864
Why do you unity guys need to constantly say how good is your engine on every unreal thread? In youtube, twitter, reddit, its like they are paying you to say that.
If its that good then keep working with it.
Im not going to Burger King and keep repeating everyone who enters Mcdonalds is better
>>
>>931864
>PUBG its the only one realistic
Pubg is the only "realistic" game to come out of unreal engine? Are you retarded?
>>
>>932700
IA tier comment
>>932726
I cant believe you are this dumb. I intended realistic graphics vs cartoonish graphics. Connect the dots unrealtard
>>
>>932740
Stupid esl
>>
>>931864
>Unity: I rip a UE4 model, import into 3ds max, export as fbx, import into unity, set rig as humanoid, import any random humanoid animation, and it just werks.
>UE4: I rip a UE4 model, import into 3ds max, export as fbx, import into UE5, have to manually set up some rig retargeting shit for every single bone chain or whatever the fuck they're called and then at the end of it I'm still left without a working animation.
Unity is king when it comes to making random video game characters perform fortnite dances, it's a shame that the UE lighting is so difficult to emulate in unity.
Does anyone know a way to make my workflow for importing ripped characters (fbx scenes) and making them perform fortnite dances in unreal engine 5?
>>
>>932792
>fortnite
2019 was 4 years ago
>>
>>932793
I'm not constrained by your social norms. I will create a 3d model of your dead grandma using photogrammetry and make her fortnite default dance.
>>
>>932794
stop schizoposting
>>
>>931864
UE isn't slow, it is just dependent on RAM

You can get faster coding with UnLua, which is just blueprints/c++ combined with lua
https://github.com/Tencent/UnLua

It is used for mobile games
>>
>>932800
>tencent
>>
>>932801
you can view the source code yourself, there's nothing malicious in in it
>>
>>932792
>Decide to throw a cooked .uasset into the unreal project folder
>Trigger the game developers malware
>Game developer encrypts your storage devices
it's more likely than you think anon, you shouldn't steal assets from honest game devs.
>>
>>932800
>https://github.com/Tencent/UnLua
That would be so nice if it would be made in Python and if the documentation in English.
>>
>>932815
Python has more features but it is significantly slower than lua. There's an english version of the readme but information is sparse. It looks like it requires some knowledge in c++ UE, so I'll write notes about it after I study it more. The documentation should suffice though.

https://github.com/Tencent/UnLua/blob/master/README_EN.md

The way the project works is that you have to compile the zip file. It isn't an addon that you install, but a project that you modify. It takes long if you're on a weak pc but it is worthwhile
>>
>>932740
>IA. I bet you also use blender latin communist.
>>
>>932800
Everything is slow in it. Yes pubg is mobile, thats means that a triple A studio committed time and effort for creating such a game, wich is not even good looking or fun

>look lua on top of c++, so much fun!
You use terms such tribal knowledge and best practicises for covering the literal hell of an engine, no wonder why there are no indie games developed with it

"But we can open multiple in editor windows for multiplayer testing, its so much fun" This and the concept of multitasking are a scam

Ah btw, this thread officaly became an unreal engine hate thread

>>932792
>UE lightning
Its a big fat scam. In gamedev the only way to do lightning is backed lightining everything else is a big fat joke or trick that breaks your performance
>>
>>932876
>Its a big fat scam. In gamedev the only way to do lightning is backed lightining everything else is a big fat joke or trick that breaks your performance
You obviously never used ue5. The whole point of Lumen and it's other raytracing features is that you don't have to rely on it for anything. If the scene is too complex for it to render fast you don't have to use it.
You can mix an match in the same project, even on the same level.
I even know that as a more or less complete noob.

>Ah btw, this thread officaly became an unreal engine hate thread
please kindly go away sir.
>>
>>927882
Any good tutorials on how to make a modular spline mesh system? I already have the meshes just need help setting the blueprint up
>>
>>932876
Lol unity fags always crying and trying to prove the engine they choose is better, like back in school.
This is a adults thread child
>>
>>932876
>Everything is slow in it.
You have a potato rig. If you want performance, just use Godot
>You use terms such tribal knowledge and best practicises for covering the literal hell of an engine, no wonder why there are no indie games developed with it
UE is straight forward and easy to use, several indies were made with it
>>
Why are unreal discords so lame?
Full of people asking questions and nobody even reacting.
>>
hi there, has anyone messed with vertex lighting in UE4? I was experimenting just for fun, and I'm able to use 3dsmax-made vertex paint color data in UE4 by setting my level's materials to unlit, and plugging a multiply of the texture itself alongside a vertex color node into emissive.

this works perfectly and looks great for the static level geometry, but is there a quick and efficient solution to have the vertex colors from the level geometry affect movable entities (such as the player and dynamic objects?) like ps1/ps2 games did? I don't mean any re-implementation of vertex lights in unreal, I'm talking about somehow leeching off the vertex colors from nearby sources (to the non-level objects) and applying the nearest vert's color to the entire movable object.

if this is a fool's errand then please, i'd like to know. just morbidly curious. would love some pointers if anyone has ventured into this seemingly forbidden topic (there is only ONE mention about the unlit vertex-emissive material method in the unreal forums). thank you!
>>
>>933474
It's easy, just read the color and do a distance test for every vertex in the level every frame, per movable object. The complexity is n^2 tho so you'll need a Jupiter brain-size computer to run it in real-time.
>>
>>933368
It's not specifically UE discord. It's literally any gamedev Q&A. Reddit, gamedev discord, Unity discord, etc.
People ask dumb questions that can be Googled, or ask vague as hell questions that could be caused by literally anything. Plus, it's not like anyone is getting paid to answer your stupid questions. No one has any reason to help you. Do you answer other people's questions? Didn't think so.
In the end, those people will probably just give up anyways, just like you. So answering people like you are a waste of time.
>>
>>933491
>eh thinks Google is what it once was
>>
>>933368
Programmers are assholes, but it is mainly because people ask them the same questions over and over again. Search the discord for similar questions. Use ChatGPT, youtube, documentation, source code, and google. And if you don't get it ask questions, but be specific; post your code along with footage of what is happening.
>>
>>933491
Not even sure why anyone would ask in the Discord when the Unreal community forums exist, and they're more than happy to answer just about any question.
>>
DUDE PATH TRACER LMAO
DUDE JUST USE ABOVE 1024 SAMPLES AND 200% SCREEN SCALE FOR GOOD RESULTS
DUDE JUST DISABLE THE DENOISER BECAUSE YOU CANT CONFIGURE IT AND IT WILL ALWAYS CREATE A BLURRY MESS. GOTTA USE OTHER DENOISER IN POST
DUUUUUUUDEEEE YOU JUST GOTTA LOOOOVE RENDERING 1 FRAME FOR 2 MINUTES IF IT IS AN INTERIOR SCENE

if only the results werent this good. I'd dump this shit immediately
>>
>>934018
pyw
>>
>>932815
Try Unreal Angelscript. It's the best text scripting language for Unreal right now. I've tried most of them and they don't even come close to how well Angelscript is integrated. You need a custom engine tho, the nice thing is that the creators of it provide prebuild binaries that work similarly to an unreal instance downloaded from the epic launcher.
>>
>>933740
they get rewarded with prizes and points for answering them
>>
Public service announcement.

https://twitter.com/GameLevelDesign/status/1616531167892717568
>>
>>934275
>https://twitter.com/GameLevelDesign/status/1616531167892717568
The auto exposure feature is quite annoying.
I usually turn it completely off and set it manually.
It only makes sense with levels that mix indoor and outdoor scenes with physically accurate light levels.
But even then it's way too aggressive by default.
>>
Am I the only one that always found camera rotation around the object in the viewport have a strange feeling? It's not snappy like in other 3D programs and it seems like the point it rotates around is different. Do you know what I'm talking about? Unity felt exactly like Maya, but in Unreal it's so annoying for me that I just fly with a camera like in a game.
>>
>>929379
just shut the fuck up and pad your resume more
>>
>>935406
Why would I? I am already on my path to retirement.
>>
What's the current standard for pushing vfx like fire and smoke into unreal?
Rendered flip books -> Niagara?
>>
>>934018
What's the point of using Unreal if you are using the path tracer anyway?
>>
After spending 4 hours troubleshooting, I found out that copying or duplication an Input Action will render it unusable. If you need to create an Input Action, do it from scratch every single time until they fix this bug.
>>
>>932812
Literally never happens
>>
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I want to make some level blockout of STALKER in Unreal, been playing a lot lately and thought it would be fun to improve over the terrain by sculpting the map in Zbrush and messing around inside unreal with heightmaps. Problem is, I'm using a fairly weak graphics card that already runs the fps template in ue5 at like 40fps despite lowering down shadows, removing clouds etc, but ue4 runs fine. If I use ue4 to play around with my project, would be easy to import to ue5 later? I'm not planning to code or anything, just to create semi realistic maps and jerk off to it using advanced locomotion system.
>>
>>927882
Has anyone been able to get FSR 2 working in Unreal Engine 5.1?
>>
>>935608
anything but cascade
>>
What goes into this style? I have no idea where to start. All I know for sure is really thick outlines. I don't know how to go about texturing or getting a material to look like that.
>>
What is better - separate texture sets (1 set for each object) or 1 texture atlas for multiple objects? For things like foliage or scatter objects.
>>
>>936187
Imagine that the atlas one has an issue. Or imagine having to bake each of the assets every time you make a change.
>>
so can we replace offline rendering with realtime rendering yet?
>>
>>936417
Are you retarded?
>>
>>936427
why
>>
>>936417
Realtime rendering is really good, but there are still some noticeable differences. Epic has a path traced rendering engine built right into Unreal Engine which you can use to compare the difference between Lumen and offline rendering in your UE5 scenes.

https://docs.unrealengine.com/5.1/en-US/path-tracer-in-unreal-engine/
>>
>>936489
The shaders arent very realistic. This doesn't pass.
>>
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Does anyone have an Intel Arc A770? How good is it for Unreal Engine 5?

I currently have a GTX 1060 and while I've tried many remedies to improve the performance (to limited effect), I've concluded it's just not sufficient enough for UE5, so I'm looking to upgrade to a new GPU. The A770's 16GB VRAM at $349 sounds like a pretty sweet deal and the new driver updates Intel's been releasing lately have made me pretty interested.
>>
>>936506
integrated gpus won't do. you need a better rtx level gpu along with large RAM or else it'll slow development down
>>
>>936491
Not the best example
>>
>>936516
The A770 is a discrete GPU.
>>
Anyone know of any good tutorials like this one? Dude is good but doesn't post a lot

https://youtu.be/QdMy3FXzTg0
>>
>>936516
Amazing, so much confidence in an answer that is completely and utter wrong.
Honestly, it's embarrassing.
>>
I know you're in this thread, now learn to node.
>>
>>936516
you are extremely gay
>>
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>>936489
>>936491
>>936517
oh
>>
Can an UE god please tell me how to get a .mov w alpha channel to work in UMG. Video with alpha channel is ancient tech but UE makes it so fucking unreasonably cryptic how to get it to work. I have it working in the media player fine now as long as its exported ProRes4444 but the damn widget still default to all white screen. What the fucking fuckkkkkk
>>
>>938203
Why are people that use path tracers always so nitpicky and acting superior to realtime CG artist? These differences are so technical and pointless in a grand scheme of things, no matter how much you will try to convice us and call us names now.
>>
>>939438
People going obsolete are always cranky anon. You'll be cranky too once the skills you've amassed during multiple years becomes irrelevant.
>>
Anyone knows why is my foliage glowing when I imported it in UE 5.1?
>>
>>939438
that's because they think they do hard work and are skilled without even knowing about the hard part - optimization. They believe that realtime renders look worse because the people using them are less skilled, if they had to use a realtime engine their shit would look 30 years old and if they were aware of that fact they'd kill themselves out of shame.
>>
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Can anyone help me figure this out? I've been testing my new PC build, 13700k and 4090, and this is what I'm getting when I set screen percentage on 200. RHIT seems to be insanely high when volumetric fog is enabled for some reason. The other one is much lower when the fog is disabled, but the FPS is still only at around 45 already. How can I see what else is causing performance drops? At screen percentage 100, FPS is very smooth though.

I doubt it's just due to high resolution, because atm I'm still on 1080p, so even at 200 screen percentage 4090 should eat it for breakfast, and the scene is fairly optimized, but I did boost every possible ray tracing setting to the max to see how far it can go.
>>
>>940557
Btw the description should be reversed, left is WITH volumetric fog, eats up 15 fps like nothing
>>
>>940558
Update - runs perfectly in game mode even at 2x the resolution and fog included. Unless it's not doubling the screen percentage during play and I'm not aware of it, it seems more like a bug then.
>>
>>940060
>the hard part - optimization
Yes because no one ever optimized anything in offline ever. Do you actually think offline people just happily animate million poly meshes straight out of zBrush without a care in the world? Or that they aren't constantly relying on the realtime renderer of the 3d viewport? If anything Unreal is the lazy mode compared to traditional comp offline. Bunch of dumbfucks hoarding shitty Marketplace assets and muh metahumans are the real true artists for sure.
>>
>>940612
>Bunch of dumbfucks hoarding shitty Marketplace assets and muh metahumans are the real true artists for sure.
nice generalization
>>
These new procedural tools are looking good
Also new material model
>>
verse seems cool but idk if i want to learn another boutique language for one platform.
>>
>>940752
But it will run everywhere! Metaverse!
In all seriousness it seems pretty well-designed, I'm not sure I fully understand the whole transactional aspect but it's an interesting concept.
>>
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https://www.youtube.com/watch?v=teTroOAGZjM

Introducing MetaHuman Animator, a new feature set that enables you to use an iPhone or stereo helmet-mounted camera to reproduce any facial performance as high-fidelity animation on #MetaHuman characters.
>>
>>940801
kino
>>
I'm a complete noobie, how many high poly, high rez characters could a reasonably modern PC handle on unreal?
I want to make an animated screen saver, a simple fishbowl with 4-5 goldfish taken from Daz 3d assets.
>>
anyone else as excited about metahuman animator as I am?
>>
>>941175
I am very excited but I haven't even booted UE5 yet
>>
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Wheres the best place to download paid plugins/models for free?
>>
>>936163
Toon shader with a thick fresnel outline. Theres tons of post-process shaders you can find on the marketplace to reverse engineer.

Theres also some volumetric fog and lighting.

I'd also imagine a lot of the linework is baked into the textures. Especially on the floor tiles and those cross hatch shading lines on the foremost character.

Its really about blending lots of smaller techniques to create an overall effect.
>>
what tutorials would you recommend for niagara and houdini? I completed unreal sensei's ue5 beginner tut...
>>
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>>927882
>What projects have you been working on lately?
im just trying to build a world for myself to explore in VR however itll be a game so that I can craft and having things to do ingame.
Premise : Small tugboat sim in a stylized design in the NorthWest US Coast. Trying to mimic Rare's SoT gershner waves for ocean and weather system for environment. Along with a Birds eye view mode which is a 3rd person perspective from an actually bird that can be had as a pet. Having the ability to transition from VR to 3rd person
essentially its Dredge in VR
>>
anyone know how to move this fucking depth mask I'm just trying to take a transparent screenshot without the sky
>>
Is it still worth learning Unreal Engine if I'm not really interested in making an indie game on my own? Are there freelance jobs with UE or Unity?
>>
>>928704
Trash style?

Like seriously I'm not sure what you're in love with. Those trees look more cartoony while the buildings look like non cartoony barns.

It looks like a mess.
>>
Ok what do you do once you have a good game but no art? Just pitch at artists to play it and make me art?
>>
>>927882
can someone please direct me to a good video/course on unreal texturing from the little experience I've had with the shader graph it's really complex for no reason
>>
>>941362
cgpersia/cgpeers is my go to
>>
so i'm thinking about trialling UE5 as an offline renderer alternative again, but i'm not sure it's actually worth doing for shorter animations (upper limit 2min). i generally try and keep my render times below 3 mins/1080p frame for most things, and i feel like any time i gain from moving to UE will be lost in the transport process itself. i tried it once and didn't enjoy waiting for shaders to compile on first run at all - should i just do that once and reuse the same project for most things in different levels?

how easy is it to move over volumes and particles? how well does it deal with high res vdbs and high particle (10-50mil) count caches?
>>
>>944603
also, just to be clear, i don't care about optimising for real-time performance. no interest in making and baking low poly versions etc. if i have to do that i'll probably lose time on the rendering end making the whole thing pointless.
>>
Can't wait to announce some exciting news pertaining @MaxonVFX
Cinema 4d & @UnrealEngine5
>>
HOW TF DO YOU TURN OFF THE FUCKING LUMEN AND CHANGE THE SHADOW AMOUNT? I AM GETTING TIRED OF ALL MY OBJECTS HEING HALF BLACK BECAUSE THE LIGHTING IS TOO INTENSE AND LUMEN MELTING MY PC BECAUSE UNREAL DECIDED TO FORCEFEED YOU RAYTRACING HORSESHIT AGAINST YOUR WILL. THIS SINGLE DECISION MAKES THE PROGRAM ABSOLUTELY UNUSABLE ALL BECAUSE NVIDIA ARE SCUMBAGS THAT WANT EVERYONE TO BUY SCALPER GPUS.
>>
>>945297
Just disable it in the project settings.
learn how traditional lightning works, if there's no ambient light, or baked lightning and it's not directly illuminated by a light source it will be black.
learn how to bake static lightning so it looks decent without lumen.
>>
>>945297
It's literally optional my dude.

Are you retarded?
>>
>>944477
we need you on the cgpeers thread
>>
Is there a sane alternative to the FBX workflow?
I'm sick of having to re-do imports when I edit a model.
Blender's FBX export sucks and I won't use maya or max.
What about USD?

Ideally I want something that I can use in blueprints but also is editable without the constant import/export loop.
>>
https://www.youtube.com/watch?v=GNJtPFXUnm4
rendered in Unreal
>>
how do i make movement like this or even more complex? possible with blueprint? can this be made in unity/godot?

https://www.youtube.com/watch?v=ysxLMFY-nf0
>>
Is the mannequin in UE5.2 some super ultra high poly count bullshit model? Whenever it is on screen everything slows to a crawl. I even tested on a fresh project.
>>
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I've always had this small vision in my head of a large environment with two cliff/small mounts a decent distance away from each other, an extremely high bridge built between them, and a train on tracks going from the inside of one mountain to the next.

I've been thinking about trying to create this sequence in UE5. As a noobie, is something like this out of reach? The motion of the scene would be a train moving along tracks from the inside of the mountain out to the bridge
>>
[spoiler] whoop [/spoiler]
>>
People on unreal engine forums have been telling me that HDR support has been broken for literal years and that n-o-t-h-i-n-g will get it to work.

And yet, Unity does it easily. Why is that?
>>
>>928790
Just use a multiply node and not “blend overlay”
>>
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>>927882
>Delay
Use Timer by Function Name instead, so you can stop the timer if necessary.
>>
>>946114
>>
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>>927882
I'm trying to make rootmotion animations in blender for Unreal. Should I just keyframe rootbone locations manually like a retard to avoid foot sliding? Or should I stop my stupidity and do it inside of Unreal instead of in Blender?
>>
Looking for a good new GPU for UE5. I currently have a Ryzen 5700X, a GTX 1060 and 32GB RAM. Any recommendations?
>>
>>946756
something with a lot of vram. 3080 12gb+ or anything equivalent, imo
>>
>>946767
>>946756
An RTX 3060 12GB is also decent.
>>
>>931864
>better UI
PFFTTTTHAHAHAAH
>>
>>946686
>ChatGPT
Have fun with every answer doing things wrong. Protip: That left out 2 important steps
>>
>>927882
So let me get this straight, you only pay royalties if you’re making a game. But if you’re making a website, tv, vid, film, etc; you don’t. Is this correct?
>>
>>946890
Correct. You only pay royalties on video games and only after making $1,000,000

Movies, educational content, TV, etc etc are 100% free always
>>
>>946892
>Movies, educational content, TV, etc etc are 100% free always
only before 1 mil
>>
So how is UE5's control rig compared to using Blender or Cascadeur for animations?
>>
look at the absolute nightmare in op's pic. just imagine to resorting to some horror like that just to avoid learning to code or paying a programmer.
>>
>>947072
Blueprints should only be used for quick and dirty implementations, not as the actual logic behind. You still need developers anyway.
>>
Can someone recommend a light asset package to use for iterating on the creation of a city? So something withurban props would be cool
>>
>>947333
Kenney Game Assets

https://www.kenney.nl/
>>
What market place assets do you guys actually use?

Electric nodes are cool, but I'm not really aware of any other must haves.

The free stuff is pretty boring since it's like 50% random ass locations.
>>
If picrel is true, why haven't studios migrated to Unreal?
Are big studios dumb or is Epic lying?
>>
>>946893
No, there's literally zero royalties for film production use.

https://www.unrealengine.com/faq
>>
What's the best way right now to create a multi-layered material blending in UE5 with displaced surfaces? Since there's no tessellation, is POM the only option? It has a bunch of issues though, including it not working on corners so if I have a building with bricks, they will have some height in the middle, but the silhouette will still be flat.

And if I bake displacement directly in nanite meshes, I lose all the vertex blending control.

Basically I want this, but seems like it's impossible in UE5 right now, or am I wrong?

https://www.artstation.com/artwork/Po8XLZ
>>
Is there any way around the fact that interiors with no natural light look like complete shit?
>>
holy shit this board is slow as fuck. Were at unreal 5.2 now lol.
>>
>>948179
Not to mention there's practically no discussion here. Why even come in and check? Just to see my posts and questions unreplied to?
>>
if I wanted to animate simple geometric shapes/colours to music, doing like 20 different scenes with particle effects on top, does it make sense to generate stuff like that in UE and then maybe import the animations to after effects for transitions and colour corrections. Just wondering if generating 3d music synced things in UE makes sense compared to blender(done some basic things in it but music sync to animation seems inefficient with f-curves) or other software. Will appreciate any input
>>
>>927882
how do i get unreal engine 2.5 and mean same engine that powered the first killing floor
>>
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i'm new using UE and i'm having problem witg this shadow spots, occlusion or bouncing shit. how do i get rid of it?
>>
>>947072
thats why UE is retarded, while Unity its absolute genius
>>
>>949924
But they both have node based coding options and you'd have to be retarded to not see the benefit of coding with both?
>>
I have downloaded the Unreal source code from github, but how do I compile it? What build system does it use? I see C# everywhere, never touched C#.
>>
>>950470
What the actual fuck.
>>
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I am trying to learn UE5 as a complete noob. It's pretty fun. There's so many BP nodes and components that it's overwhelming. But I hope if I do enough tutorials I can get the hang of it.
>>
>>947731
I think UE5 as a rendering solution would be especially useful for smaller animation studios and independent animators who can't afford mega-huge supercomputer render farms like Pixar and DreamWorks Animation use.
>>
>>951101
You cant even render HDR anymore. Its a complete nonstarter
>>
How does Unreal have frame hitches even with a single 1M tris skeletal mesh? It seems to me it's intent of streaming geometry even when turning off everything streaming related.
I just want it to keep the entire mesh in ram and the entire shader and texture atlas in vram. I don't care if it's not optimized for many meshes, just get it done.
>>
How do I make UE5 run smoother/lighter/faster. I can launch it on my laptop but it freezes frequently and it's a unpleasant to dev with.
>>
>>927882
I'm very undecided whether to go for UE5 or Unity but I wanted to... Would using UE5 be overkill to make a 2D game similar to King of Fighter with 2D sprites? I just don't want to pay so much money to remove the splash screens with Unity but then again UE5 seems too much for making a 2D game. What do /ueg/ bros?

ps since UE5 was released april 2022, would there be a lot of support online if I face issues? I'm not sure if Unity had more support in the game dev community than UE and I am certain ChatGPT might not help me get through road blocks if I have any issues in UE (ChatGPT date cut off is after 2021)
>>
>>951416
write your own engine.
>>
>>951416
Chatgpt will steal other peoples soirce snd not credit them, regardless of license as well as hallucinate
>>
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>>951416
>2D

Check out Godot. It's completely free and open source and has a nice 2D renderer.

https://godotengine.org/
>>
Perforce vs Git, which one to go for depending on your experiences?
>>
>>951433
this is not the board. How dare you waste hiroyu's /3/ bandwidth with /g/ shit
>>
>>951391
https://youtu.be/lG8e5XFp7vo
Turn down the engine scalability settings. Also turn off lumen, and other postprocessing like motion blur and anti-aliasing.
>>
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is there a forum for unreal programming? Like bugs, contributing, and writing add-ons? I'm trying to get it to compile for linux but I'm a little lost. If you search for "dev documentation" for unreal, everything is aimed at people *using* unreal not writing code for it.
>>
>>927882
Is it worth learning UE nowadays? Or is there a good chance AI will be able to automate most of it in the future?
>>
>>951638
30 years ago I was told that software developers would be completely gone in a few years because IDEs were a thing.

Now you need software developers for ever mundane task you can think of. Learn to code or die.
>>
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Following a udemy tutorial and I'm getting this error message when I get to the C++ section. He introduces VSCode and live coding, and has us recompile the code inside Unreal - which is when I get the error. I'm pretty sure I have all the correct dependencies installed and followed his instructions exactly. I know this thread is pretty dead, but I don't want to ask on /vg/ because that shithole is a dumpster fire of drama queens.

Also do I even need live coding? Is it too convenient to not use it? I might try to reinstall windows and unreal if I can't get it to work.

Full error: https://paste.bingner.com/paste/sw9of
>>
>>952224
Live coding is perhaps the most wonky UE feature right now. For my sanity's sake, I just turn it off .
>>
>>952231
I figured as much. I'll just do that.
>>
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>watching some frenchie explain substance designer
>"I ûse a levels node of courze, where I pûsh de whites ûp and, de blacks and greys down"
cant even watch a tutorial without getting a dose of french domestic politics
>>
>>936187
Atlas is better
>>
Do you know if there's a package that allows me to deserialize .umg files and get the data from them?
I need it on a .net core project. If it's not possible, wich solution should I go for?
What I need to do is to extract the interface (labels and inputs) from scenes made in Unreal.
>>
>>952786
My fucking sides
>>
>>952786
j'ai souri
>>
>>951087
Good luck dude!
>>
>>929730
Would also love to know.
>>
Who has the best BP course/tutorial out there? I especially want something that explains variable passing/data communication between BPs/BP Function Libraries/etc...
>>
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Is anyone using unreal for porn? Apparently, unreal has a tetrahedralizer and softbody, but are these any good?
>>
>>953539
There are some wegs being made with it, but they pale compared to games made by Illusion, who used Unity.
>>
>>953593
Correction to what I just said. I went through the old Illusion titles and they all shit upon anything made in the west, even their old late 90s titles.
>>
>>929312
>I just want to cut my teeth on real graphics programming

real graphics programming is in C
>>
I got hired as junior dev that will work on different projects but especially on virtual production in Unreal Engine. I think I got hired cause of my previous experience with Unreal but this experience I have is based 100% on gaming and gameplay.
I'm totally new and ignorante about this industry so I'd like to know if there are resources, courses, websits, masterclasses, whatever really... to learn about this.
I'm especially interested in
> Remote Control (making your UE project reachable for HTTP requests or other projects)
> Creating, managing and exposing UI related stuff. Not the basics, since I know there's a ton of stuff on this. Just things that are more advanced if there are such guides
> Anything really since like I said, I'm totally ignorant on the subject.
Pls help, it's like a massive opportunity to "not work a day in my life" like Confucius would say.
>>
bros
how would i go about making my unreal engine Nintendo Switch compatible without paying all my money to the faggots at Nintendo, does anyone have the binaries needed or anything really
>>
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Anyone here managed to make Visual Studio run fine with Unreal project. Meaning:
> no errors & warnings
> the ability to go to any class definition (From Unreal source code)
> Having auto-completion available
>>
>>927882
How make render like that in u5
>>
>>945955
https://youtu.be/OZgDuBDoAKs
>>
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>>927882
can someone link me on how to get natural interior lighting? is it just a matter of adding an hdri and building light?
>>
>>954165
I use Rider, shit just werks out of the box with the plugin.
The only thing that's crashy is live coding but that's always the case aifk.
>>
>>954165
>> no errors & warnings
You have to diligently pay attention to the Build.cs file.
Also make everything into a module by default, even if you only need one module it's still better than dealing with weird dll linking errors because unreal wants you do to something a certain way.
There might be rules of when you need to make a module but even if you don't putting your code into a module will still work.
>>
>>954417
Yeah I installed Rider in the end and there's no comparison to be made Rider > All. Fuck, any Jetbrains IDE > the competition
>>
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how to get this quality from UE5?
>>
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>>954668
looks like a photograph

who teaches this quality?
>>
>>954668
>>954669
PostProcessVolume ->
Film Grain
Local Exposure -> Detail Strength
Depth of Field

etc.. There's lots of methods to fake digital camera artifacts but honestly most of it doesn't make it look more "quality" or "realistic"
>>
Anyone using UE for archviz? Do you think it's going to be industry standard in 5-10 years?
It looks great but still can't match Vray/Corona for single images.
But it's gettibg there slowly.
>>
>>954668
>>954669
>>954670
anamorphic lens
>>954703
https://www.youtube.com/watch?v=ifryjffUJT8
>>
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the master enters the arena
>>
How good is UE5 on Linux so far?
>>
>>954703
I'm creating an interior walkthrough inside UE5. Mostly because I wanna go deeper into blueprints and materials.
>>
>>955050
>How good is UE5 on Linux so far?

I gave it a spin over the weekend. It's... okay for the most part. Lumen and Nanite both work pretty well.

However, what bothered me is that it's extremely unforgiving if you don't have a GPU with a sufficient amount of VRAM though. For some odd reason, UE5 with Vulkan doesn't seem to have the capability to fallback to system RAM if you run out of VRAM like it does with DX12, so instead it'll just crash altogether, which happened pretty often for me having a GPU with single-digit VRAM. I'd probably recommend no less than 12GB VRAM to be on the safe side if you're going to use it on Linux.
>>
>>955341
does Nanite and lumen work on Intel graphics yet?
>>
>>951416
unity is a lot easier to use or you could just go with godot (a lot less comfy to use than unity but 100% free)
>>
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why is the shadow so shit? the toilet texture isa placeholder but is that the cause?
>>
Who tried this
PrometheanAI
https://www.youtube.com/watch?v=z9XjdcgP8TA
>>
>>955049
Literally who?
>>
Anybody knows if it's possible to make a mod for Remnant II in which you can tweak the native res TAA settings so that it's not ghosting like crazy?
>>
Embergen vs Niagara Fluids

who wins?
>>
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How do you import UE projects that you download on those free sites that come with the Maps, Materials, Meshes, Textures folders directory? I know the DazToUnreal pipeline but I cant figure out this one.

If I just copy the folders on "content" then the meshes are there but without the textures dependencies, is the only option to do the dependencies manuallly?
>>
I hope Timmy Tencent loses everything
>>
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>>929312
>A tour of C++
>learnopengl.com
>Real-time Rendering 4th edition

Hope you didn't skip linear algebra
>>
How do you make open world games that don't run like trash for having navmesh invokers?
>>
>>957295
If it's open world you'll be using procedural asset generation anyway. Might as well include a static navmesh.
And if you're gud you might flip it around and use the navemesh as input for your procedural asset generation logic.
If you won't bother just segment the world and use load screens.
>>
>>957307
So you're suggesting I bake it all at generation? Sounds kind of backwards but I suppose that's an option.

Is that really a common way of doing it? It sounds like a LOT of navmesh construction during the load screen rather than an fps loss in game.
>>
5.3 is out
why so quiet?
>>
>>928495
Ok, but did that actually work and accomplish what you asked for? ChatGPT LOOOOVES making shit up.
>>
>>957561
Not anymore. It got dumbed down to the point it no longer can do simple math sometimes.
>>
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>UE5 is coming to switch 2
>1 hour battery life
>>
>>957557
Nothing very exciting.
>>
>>947731
>why haven't studios migrated to Unreal?
What are you blabbering about? Tonnes of movies and media use Unreal nowadays.
>>
unreal bros we are so back, FUCK those other guys!
>>
>>957665
But the big boys use reEngine
>>
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is it possible to use either the alpha value or color value of a video as a source for a smoke effect? if possible how would I do that?
>>
>https://epicgames.formstack.com/forms/release_form
do i really have to fill out one of these fucking things any time i put some shit in the app store?
>>
>>958081
But Capcom won't let anyone else use it.
>>
Welcome Unity losers.
>>
>>958722
because they are a japanese company
>>
Unironically how much time is it going to take me to learn C++? I want to make a game using blueprints but people say C++ at minimum is good for doing basic but commonly used code. Is it that complicated to learn? I've found blueprints to be fairly okay, though i'm kind of being an autist trying to find the easiest or most open ways to do stuff so i'll "re-write" shit over and over
>>
>>958875
look - I am going to break this down as SIMPLY as I can.

Learning C++ is not a problem. If you know c# you can learn c++ for game scripting in 2-3 days maximum.

Having to compile and rebuild the unreal engine because you are using C++ IS the problem. It takes ages. This is why unity rules the indie space.
>>
>>958877
implying I know C# but yeah I forgot about the recompile shit.
>>
With 8gb Ram, can I start learning Unreal?
>>
For a newbie in Unreal... do you recommend me learn blueprints or c++?
>>
>>958921
In VRAM, right?

>>958922
Start with blueprints for the basics. You will need to learn C++ for optimization and cleaner code.
>>
can anyone with UE 5.2 open this uasset file for me, please?
>>
>>927882
Manga in Unreal?
https://www.youtube.com/watch?v=gF3d0eMCQcg
Who speaketh the Japanese?
>>
>>959082
I don't know moon.
>>
>https://www.bloomberg.com/news/articles/2023-09-28/epic-games-is-cutting-about-900-jobs-or-16-of-staff
uh oh fortnite money printer running out of steam?



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