This is a great thread, lots of stuff I didn't know. commander_keen would you mind explaining the math and/or process behind the lightmap modulation? I'm currently coding my own pixel shaders in Unity for the Sidescroller challenge going on right now and I'd like to be able to do more than just multiply my lightmap on top…
Does anyone managed to use it for something other than vertex paint based scattering of things ? I am trying to make randomized arrays along curves , something more complex than what was formerly dupliverts and couldn't figure out anything yet. Like random fence posts along a road curve driven by some id map or something ?
Nice that there are DVD's now. :) Less slogging through Nvidia tech docs and MSDN and taking apart other peoples code to find what actually works. Also the packages here don't seem to show anything in my version of UDK, what release are you gents up to? Further: I built up a functional oren-nayar model. And I learned to be…
Technology At the beginning of the project we looked into existing engines for Flash, including a technology developed at Soap for an unreleased game called Ninja-X, and the Citrus Engine, which is built on top of Starling and two physics engines. Neither engine turned out to be suitable for the games need. Citrus was…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…