Content-Driven Multipass Rendering in UE4 (GDC 2017)


 * Multipass
 * Drawing materials directly to render targets
 * Using scene capture actors
 * Material Instance Dynamic
 * Sphere mask to local renedering
 * Painting direction of the mouse, velocity, flow map
 * Volume painting
 * Volume ray marching
 * Mesh paint
 * Including/excluding shader offsets
 * Positional UV map material
 * Decal style projection
 * Dynamic character HitMask
 * Apply damage to character dynamically
 * Caustic rendering techniques, refraction
 * Scatter vs Gather
 * Gerstner Wave
 * Gather renderer, scan line rendering
 * GPU parallelism, parallel rendering
 * Storing to a flipbook, composit to an atlas
 * Chromatic abberation
 * Integrating ripple solver
 * Fluid simulation, flowmaps
 * Velocity advection simulations
 * Divergence, measure inflow vs outflow at each cell
 * Poisson pressure equations
 * Temperature buoyancy
 * Voronoi for particulate shape, seeding color and temperature
 * Rendering simulation to flipbook

Settings used

 * Draw material to render target
 * EncodeVolumeCoordinates
 * Absolute world position
 * Allow negative emission
 * WorldPositionBehindTranslucency
 * InverseTransformMatrix
 * ConstantBiasScale
 * Curl noise