Disclosure: I'm a begginer user in UE5. I started a proyect yesterday, my main use will be for Product Visualization Short Films / Videos. Started a New proyect with the pre-made "empty world" that has World Data Layers and World Partition Minimap, yesterday I had certain performance, today when I re-open my file and I…
Hi! Here is a thread on the topic: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 Edit: Here is a quick test with a shape similar to your example, trying to illustrate the subject. Geometry is identical, but with example A, I transferred the…
well flood fill is openable, inspectable and has no dependencies external to the standard lib so yes, the robot is full of shit, you can determine this by opening the node and looking at it. the most likely reason for stuff not working in photoshop is that photoshop is using an older version of the designer engine and…
I have sony a6000 24 mpix APC-s camera with default kit zoom lens pz14-50. Photogrammetry have always been so-so an softy with this camera. Chat GPT tells me it's a soft lens and uses only 60% of matrix resolution. Which surprises me because I always though its sensor resolution mostly . Chat tells me all those boke ,…
Super cool to see all your work on this. I have also had to deal with the whole xgen file into a metahuman mesh before and it's not fun :p But your results are looking great! For the SSS thing, I agree that the default metahuman material is a bit waxy, but you can edit it in the actual material: There's also edits for spec…
Your link has an extra bracket at the end, might want to edit that. I see a bunch of commercials, and some cinematic/narrative pieces, just playing in the default sort order. So I'd suggest if you're targeting game animation work, you create a web page for it, and only show game work. All the rest is distracting from the…
Y direction is about the overall world axes, which way the XYZ axes are pointed in the 3d application. You can read a bit more about that here http://wiki.polycount.com/wiki/Coordinate Blender by default has the Z axis facing up, if I'm not mistaken.
Something like this? This is a mesh transformed into curves then filled and passed through a triangle tessellation group, all with Blender's geonodes. Corners are preserved in the conversion to curves by being marked with a Boolean x Point attribute so they get temporarily split. You may need to tweak the Corner Angle…
created my own version of max's Blizzard and Superspray.... to start I've added 2 new default mesh objects... both quads with one having additional data passed in a mapping channel so it can be used with camera facing shaders... the other is just ordinary mapped quad with vertex shading dependent on the particle age..... I…