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Showing posts from January, 2020
My posts tend to be 'off the cuff' - meaning I'm just writing out in 'one go' about stuff I'm currently thinking about. Not really a lot of pre-planning (in most cases, save for tutorials). Though I do go back and add bits, correct grammar errors, and put in links, pictures, etc. So apologies if you were expecting highly formalized PR or Marketing spiel. ;) (Yes, I know. You weren't!)

Giving Manny some Unreal Tress(es) (TressFX Real-Time Hair)

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In this quick tutorial, I'm going to walk through creating a fork of Unreal Engine 4, and using the 4.22 branch, clone 4.22 to my local machine, and add the TressFX 4.1 for Unreal Engine 4.22.3 patch. After making sure the engine compiles, I'll create some hair for the main mannequin (I'm calling it Manny) and import that hair, then attaching it via the TressFX components. To do this yourself, you will need to compile the Unreal engine. That also means you need to sign the Epic Unreal Engine EULA so you can get access to their private GitHub site. My fork of their engine, plus the TressFX 4.1 Unreal Engine 4.22 engine 'patch' are both also resident on Unreal's GitHub repository, so joining Epic's developer community is a requirement. You will also need Visual Studio 2017 (Community is fine) to compile (or an equivalent). I am using Visual Studio 2017. And you will need Git (I used Git for Windows, which includes Git Bash, and I have Tortoise Git so I

CUDA, Unity, Unreal, Hair simulation - and learning new lessons alongside lessons learned

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I'm starting a new series of posts. It's been awhile, I know, but like most of us, life happens - especially work projects. LOL  As for me, a quick re-introduction may be in order. I started as a research scientist (Physics and Mathematics), changed over to multimedia/C++ programming at Microsoft, first supporting Microsoft's partners and customers in the developer community, then in both the Consumer Division and a advanced research products group as a s/w design engineer. I went into independent consulting for awhile, and supplemented that with writing (usually about coding, or as a combination programmer/writer), got truly excited about the possibilities of embedded videos and augmented reality in books, and Unity shaders (Cg/HLSL) during my masters work, and recently ended up working on TressFX where I had my mind blown by the wonders of the power of the GPU and the tangled terror that is something as huge as Unreal engine. So you might as well know now, that I'm