Hi everyone! Since the release of Knald last year the KnaldTech team has been busy working on a new application. We are proud to announce the open beta of Lys - An ultra-fast GPU powered solution that sets the standard for generating Radiance, Irradiance and Specular textures from panoramic, Sphere or 2d cube map cross…
Tanks ;) I just think that going back to that one and tweaking it is less of a practice than just finishing my new dragon project here, but yes, I see your point. More practice is more practice, does'n matter wether it's a new project or a old one, huh? Now that looks realy like a eyecatcher (would fit better into Fallout…
Yes. There is no "use xy amount of lights" like answer, you should use as much as needed. You should place the lights to the light sources only (as you said, sun, lamps etc) because the another part of the lighting (bounces-gi) will come from the lightmaps. Light sources in UDK can do both static and dynamic lighting at…
Having a problem combining 2 shaders. I have a vertex shader that I need to combine with water basic (part of Standard Assets). Can anyone help? This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color)…
I studied it from youtube videos posted by Alegorithmic . They are all there. Sometimes too long and annoying but still ok . There are few things that covered there not well enough imo: 1. scale relations/primary input each node of several inputs have a primary one marked with a dot . it's where texture scale goes from one…
I've now added normalmap,glossmap-support and light attenuation to my shader, and fixed some errors. Its still not the prettiest, but I think I've learned enough to move further. I can post my shader here, if anyone is interested ? I'm now learning cubemaps and how to use them for reflection/refractions. And I'm stuck…
SD 2017.2.0 Added: * [Content] Add Floodfill and associated filters (convert a black and white mask to gradients, random colors..etc) * [Content] Add new Noises, Grunge Maps and Pattern generators that support non square format (old version are marked as "Legacy") * [Content] Added new Splatter Circular with a lot more…
Working at the moment on a automated optical kerning solution that will build a kerning pair table based purely on the shapes of each bitmap letter. The first step is already done which was detecting with rays certain line heights (shown in red). This will be an advantage when it comes to non western languages as there are…
Available on the Unreal Engine Marketplace Contents: Overview - What does the shader do Initial Setup Material Overview Outline Material Greyshade Material Hatching Material Ink Material Paper Material Toon Shader Brush Stroke Material Painted Sky Material Pixelate Material Vignette Material Mixer Material Combining the…
Hi everyone! After a long public beta we have finally arrived and the wait is over! Lys 1.0 has been released! We would like to truly thank everyone for all their hard work & dedication in helping us make Lys the best that it can be. Going forward our journey will continue to update and improve Lys, so please feel free to…