When people talk about working in Linear Space, it means all inputs (sRGB or linear) are converted to linear, then all your blending and lighting functions are calculated in Linear, then the final output is converted to Gamma Space for display.
This would be a great UX improvement. Removes clutters, keeps functionality. Forgive me if this has been answered, is the mobile useability going to be improved? I don't visit polycount on my phone anymore because it is a challenge to use.
@moose so is there a function for people to join mid game? Cause I don't recall if Warframe had that. Or is the game fine tuned so that it balances out if a person leaves? How would you rate the game overall?
Valve has never released Source Filmmaker, Mark. It's been promised to come longer than Episode 3 now. Unless you count a somewhat functional leaked version from the TF2 beta from '07.
Very valid point. Maybe not the best approach for production work, although for functionality sake it makes perfect sense. If not for any other reason, I'd love to try making some because I think they are totally rad.
First off, thanks for this nice info. Secondly, Does this script actually achieve same as the 3DSMAX feature? I can't figure it out. Perhaps with the Type-in-functionality, but that seems way to time consuming to repeat multiple times. :(
(not to be a smartass, but max's graphite tools have that quad functionality too) Grabbed the Mirrormorph script though, cheers monster! And also, great tip, Ace-Angel. Wonder wether it'll work with TS normal maps as well.
There is a radial gradient function in Unreal, I used that to create custom vignette and blur effects. You can set the radius of the circle, and its sharpness. For fading things out, you can measure and use pixel depth.
As long as it adds the functionality back in that was removed from the latest version (most notably the ability to import meshes over the top of existing ones without obliterating detail on higher subdiv levels), it'll be well worth while.
Yeah I'm going to try painting more variation into the grass texture and set up a material function that will change the hue based on the placement. There should be more range once I get some more foliage in there too.