and yes, ill have to do a deep dive into static lighting brrrr
something something why is niagara so complicated
its still a thin line of "I render it always in front so it doesnt get blocked but blocks other objects" or "I can't read it because its behind objects"
tried making subtitles in VR as unobtrusive as possible
Opening hidden portals with riddles hidden in a rendertarget, just need come with some actual...riddles 🙄
I made my first Unreal Content Plugin and published what I did here: https://code.virtuos.world/VIRTUOS_WORLD/UnrealMolecularNodeImporter
(Will do Docs with Images when I find the time)
on the spectrum of satisfying to unsatisfying: why not both
need to correct myself here, you can pass midi files as object parameters
some years of UE later i learned that you can just drag and drop BP Variables to replace them
I haven't figured out what I dislike about Blender Geometry Nodes, but it feels so unintuitive to me. Don't think its a Blender problem, been using it for 14 years, but more of a layer of abstraction/convention from what you'd get in programming. Probably just haven't found the right access point.
Damn, even big ass molecules like this AN-PEP work with reasonable performance (in game, construction script is a bit slow). Collision needs to be disabled tho.
Turns out Unreal has a max loop iterations setting, which is probably a good thing, but left me confused for a while why my stresstesting wouldnt work correctly :D
There are C++ libraries to parse Molecule Files which would make building custom Nodes quite interesting, I just don't think I could've pulled that off in a reasonable amount of time.