Sorry for the late answers guys, things have been busy at the Quixel office! A few updates on the way :) morph, Thanks for reporting! Is this 100% reproducible or does it only happen on occasion for you? I'm the one who should be getting a PayPal account! All your feedback is invaluable :) purkie103, I sent you a mail a…
I normally don't comment on texture res for folio work but, 4K maps are extremely overkill. 2048 maps on a pistol have more pixels displayed in FPV then a 1080p screen allows. At most, pistols, even 'next-gen' ones will use a 1024x2048, because their size is so small the screen can't display the pixel density of a 2048. I…
I find it more helpful to work with a pixel to game unit ratio. 4 pixels to every game unit. If you have a wall that is 256x256 game units then you go with a 1024x1024 map. It gets a bit more complex for other objects but in general if you hold to the same rules you can work out a map size, of course you are normally…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
Yep, you just put a small tiling greyscale pattern in your shader and map it in screenspace so 1 pixel on the pattern == 1 screen pixel. if your pattern was 4x4 pixels you would do something like this (unless I fail at math, which I do): float2 patternUVs;patternUVs.x = (screenUVs.x/screenWidth)*4.0;patternUVs.y =…
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…
make your own game. The people in charge aren't game developers, they're marketing and MBA. Treat the studios you've applied to as your competitors. Our industry is in turmoil, so use that to your advantage and strike when the iron's still hot. Maybe you can get in touch with Klean, he's a streamer who's making his own…
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
More importantly that having enough/too much pixels to represent the detail, you need to consider how large these planets will be on screen. If the planets will be seen up close, and fill the screen, 1024 is likely too small, and if you're zooming in on them at all it is almost certainly not enough resolution, and you'd…
Displacement is NOT a replacement for normal maps for a variety of reasons. You still need those per-pixel normals for accurate shading. To replace normal maps with realtime displacement you need: A. Insane levels of subdivision to get to the pixel-level, to replicate the same detail as a 1Kx1K normal map you need 1048576…