Question: I dont understand about the borders Bleeding. Here is my Shader so far.. and it sorta works. :/ Textures: _MainTex _Mask _Mask2 If you look at the _MASK and _MASK2 textures.. you will see the last poxel row and column as transparent. Problem: If I fill the Transparent last pixel row and column with the same…
When I say geometry will always render faster, I'm not talking about realtime engines. Games are a lot different than rendering, in realtime engines they have different methods that are technically less accurate but are much faster. For example a realtime engine might only go 1-2 planes back before reporting back the color…
Hi, http://blenderartists.org/forum/archive/index.php/t-314216.html I`ve read that thread and I wanted to do my own php script for wrapping texture with using UV coordinate pass map. So, I did php script which takes color of current pixel from pixel calculated as red value multiplied by pixel X position and green value…
Textures on a 3d model are interpolated, which means it smooths between two pixels. The actual 'pixel' is a infinitely small point. When you have two pixels next to each other that are radically different, it will gradate between them. When those pixels are different normal directions because they are from different…
Hey! Took a look at the file and the first thing I would note, is that the UVs are not good enough. This loop for example occupies only a few pixels - a bad bake is inevitable: Second note would be that the model is currently not very optimized. Lots of geometry that doesn't contribute to shape and shading. Some general…
that depends on the engine... i presume if the tesselation is down to near per pixel then yes there would be no need for normal mapping, but im guessing at any less than that it would have to be accompanied by it, the res has to be high enough, say your working at 8 pixels per triangle screen space (thats what that demo in…
There's been a lot of posts are trim sheets lately, has there been a popular GDC talk involving them or something? Last I saw was some work from Sunset Overdrive. I don't know much about Trim Sheets construction but from glances are previous posts I can gather that they are horizontally or vertically tiling textures placed…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…
well the thing is, unreal doesn't know the unit pixel, so i can't say "outline please be 2 pixels wire in front of the screen and 1 pixels in the back and please disapear in the far back" no i have to say " 1 / 1280 is one pixel wide and 1 / 720 is one pixel wide please multiply that by 2 for the close up stuff, by 1 for…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…