This sounds interesting. I had a look at it as well and I'm stuck at the State Settings node's drop down list for blend modes. There's only "No Blending", "Pre-multiplied Alpha Blending", "Wireframe" and "Custom". I suppose you'd want a "Alpha Test" option there. I'm curious about the "Custom" option. Seems to imply that…
Found some time to do some Brawling. Brought the current skeletal mesh into Unity and applied some blended Mixamo animations for testing. Currently using simply vertex colors, perhaps I'll keep it that way and layer some hand-painted textures on top? I think it would be cool to be able to switch outfits. Speaking of, I…
Hi there. Blending terrain with a bitmap is possible, but especially unpractical. It means you'd need a unique UV set just for the blending and an additional texture (more vram, heavier pixel shader). There would be no benefits: The blending is a low frequency information that suits vertex density very well, and vertex…
(This will probably not gonna get me liked by HR) I worked in a vfx studio at a time while having auditory and visual hallucinations and was doing my job as if all is normal. Socializing was extremely hard, but I did. At some point I was able to cure my illnesses with no medication. Just intense sport, muay thai, jiujitsu,…
Sure. To be fair, since doing the maps at 4K, the issue doesn't look to be much of a problem, and some areas are hidden anyway. But I've taken a mid poly (sub-div level 3 in ZBrush, I think) and some parts don't appear to be matching up very well. The collar area also needs a bit of a bevel to avoid this baking issue at…
Without seeing the example, it's hard to say. But it's generally better to cut transparent meshes as close as possible, so there's less alpha blending to render. I would separate the model into opaque parts (no alpha blending in the shader) versus transparent parts. You can also try alpha test instead of alpha blend, then…
I made a thread like this a while ago, which died very fast. lol. "This will blend 2 textures (channel 1) using a third black and white blend map (channel 3). There are options for tiling blend A and blend B, as well as their spec value. Currently, I have the specular value of those maps coming from their alpha channel.…
Slo mo is a pretty specific edge case but that falls under the "...as long as you don't interpolate between those values." part that can be a headache, lol. Most engines have interpolation settings, Unreal has them on anims, montages, blendspaces and I think on aim offsets. If interpolation is set to 0 the clips just play…
Use blend shapes. Add a blend key, apply the displace modifier, that should work. Other than that, blender does not export the information you're looking for. Although it might be possible with the new alembic support? I am not entirely sure. My recommendation would be to do it with blend shapes though, and actually hook…
Say I have following: - a set of fairly low poly modular wall models. - a few tileable textures: wall, broken walls, etc. - I want to blend these textures to hide the repeat tiling when you have a long stretch of walls. Now, I know there are 2 general approaches: - vertex color blending: this is no go for me due to model…