This post is about FX optimization... the good thing is, I'm not going to write it. Tim Elek over at Epic posted a great Wiki on particle system optimization with an easy to use link system based on potential problems and whatnot. If you work on particle systems and manage overdraw at all in Unreal this is an essential read.
UDN FX Home
Direct link to UDN FX Optimization
Tim's blog is here, it has some good insight on Epic and everything FX and Tim!
So where have I been?
The reason I haven't been around a lot is I'd been let go in the lay offs at Kaos, and I'd been looking for work for the last couple months. I will be working for Avalanche Studios starting in October. I'll be out of the country learning their tech and helping out until December, so I'm going to post a couple things before I go.Also I have plans for a series that will cover a number of non realistic fx from concept to completion. I will tentatively be calling it Magic show. The plan (for now) is to pick an element and build a set of meshes, materials and particles from each type. I have a concept for Ice and fire, but after that building from the ground up and work it step by step in Unreal.
The next post will be more or less a basic materials set up for particle system types. This will not cover some of the more recent additions to Unreal's Cascade, but it will have the base that is necessary.
Until next time.