I’ve been working on a shader for a real-time rendering project, but I’m struggling with performance optimization. The shader looks great, but it causes a noticeable drop in FPS, especially on lower-end GPUs. I’m mainly using HLSL and working within Unreal Engine. Are there any best practices for reducing shader complexity…
Hello I'm new to polygonal modeling in general, reached the point where I have sufficient knowledge to make most kinds of shapes given the time frame but still haven't set out to do any cool stuff. My texturing is definitely lacking behind so idk what really is possible during that phase, but I've seen people apply the…
I'm looking though the Metal Gear Solid assets to see how things were done back in the day and I can't figure out how the texture shading is done. The texture fades to black along the bottom of the ceiling rock where it meets the wall: But I can't see how this is achieved. It's not a different texture: it doesn't seem to…
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible- Can model low poly environments, and light them using baked lighting in UE4- Can…
My guess would be that you need to bake in Marmoset using a triangulated low poly mesh, and then use the same triangulated mesh in Substance Painter. What I think is happening is Marmoset is saying the hidden triangulation of your quad is going from bottom left to top right, but then Substance Painter is saying no, its…
Hi, im currently trying to get alpha maps working using the Xoliul Shader in 3ds max. When I import my mesh and turn alpha on in the settings it gives me something weird. This was with soft shadows in the perferences on, but then i then changed it to hard shadows and it gave me this result as seen below. Its close but as…
So i'am basically using this workflow: I create lowpoly, then i create highpoly & then i move to creating uvw's and after i done that i use textools to load smoothing grps from uvw shells. The question is should i be worried about shading the in the lowpoly? will those shading errors carry out from the normals to the…
Hello. This is my first post on Polycount forum. I would like to share my Github repository with HLSL/Cg shader programs, ready to use in Unity3D engine. Repository is constantly updated. https://github.com/przemyslawzaworski/Unity3D-CG-programming Here is some videos where you can see these shaders in action:…
No one? Just a guess if this is even possible would already help. I tried it some more but no luck. Also tried if setting the material setting to use only world position normal instead of tangent would help but it did not. If a heightmap would be required to do this that would be no problem to generate. Here is what I…
Alright, I'm resurrecting this thread ** casts NECRO on thread ** and calling upon you awesome peeps for some more help! I've downloaded nvidia's fx composer and am writing a shader from scratch in it. I'm quite enjoying the process so far. But now I've hit a bit of a road block. It seems that if I use: dot(Light, Normal)…