Hi Ryan, I just asked our engineers and it looks like the depth pass is not available in the custom shader system. Depth / post effects happen outside of the material systems.
Not necessarily. A quick saving system can be abused ( saving every few minutes) whereas in a checkpoint system the developer chooses when you should be able to save.
Before I start, understand that this is for portfolio content! Payment is profit splitting! Team name: No team name as of yet, in the process of choosing one now. Project name: Memoir of Ivanrah Caveat to Title to be created at later date if one is to be made. Brief description: An explanation of the game will be conducted…
I would guess the hardware is heavily subsidized as they probably first want to draw you into their whole system and then the system will come with more options to monetize over the whole live circle of the hardware.
just thot about it. why couldnt they make a hybrid system, where only static meshes use voxels. character and moving assets uses the current mesh system.
biggest thing i dislike: targetting system. single target system is archaic and just silly. i want to be able to target an ally and an enemy at the same time, please!
I see that Vray works best when used with a node based type system like 3DS Max has. Other than 3DS Max, who has the best node system that works with Vray? Maya? Modo? C4D?