@pior makes a lot of sense here, not just that the sharpness isn't always necessary at UV seams but each sharp edge will double the geometry in game engine even if you just mark the edges as sharp (without using edgesplit modifier) as that's just how things are rendered in engines. So suggesting to mark all the UV seams as…
Friendship with Blender grows. I am fairly comfortable by now, most of my doubts are cleared. Thank you guys for helping out! I started with experimenting with rendering to get comfortable with the UI etc. Today onwards I'll shift focus to Modelling. some trials after following tutorials - experimenting with lights, Light…
I know, and as metalliandy says, this is what happens in every real-time scenario. In blender the tools are right, the result is right, but the fact that the modifier actually already splits it up and that the exported data is actually split up models is a bit unwieldy. This step should happen when being rendered, not to…
I haven't played with it much, but I turned on transmission and enabled Screen Space Refraction (refraction depth controls the distortion). Over on the rendering tab I also checked Refraction in the Screen Space Reflections. Seems like you need both for it to work. Then the roughness controls the blurriness Edit: You could…
Since Cycles baking supported cages I started baking only in Blender instead of xNormal. But I'm not too happy with it right and probably switch back again to xNormal. The missing antialiasing is still an issue. Of course you can manually super-sample by rendering in a higher resolution, but that takes time and additional…
Also, it's worth noting the new release schedule. They've been planning this for a while, and it's now going into effect. "We're reviewing with all branch/patch developers the status of their work, and make a migration schedule for all new features. This could include projects like new Mesh editing (BMesh), paint/sculpt…
Maybe not the focus of this forum, but if anyone needs a (free) Build of blender with great Cycle speed up features, such as: "Cycles: * Light Groups passes * Dithered Sobol * Scramble Distance * Adaptive sampling (that can be used with the two previous features, it was not possible before) * Auto Tile: a little feature we…
I agree, the focus should be focused on tools and features that can aid game asset creation, not on the BGE itself. I do however dont think they should abandon the BGE or the desire to have one however. I think a smarter approach would strive to have basic realtime rendering capabilities as seen in the Marmoset Toolbag,…
no, the depth pass ignores the alpha textures is what meant. TBH I have kind of got a good enough result using the mist pass now, quite suprised as I thought it was actually borked will post some more stuff later @Prime8 Confused now, the depth pass did render out the leaf alpha in another scene, and I just denoised the…
Well, im impressed! Since the devs. implemented the new tangent basis, i though i would do a little test to see what everything looked like. It seems they managed to match to the GLSL shader, Baker and the Rendering engine 100% To illustrate how you can use one smoothing group (if the the Tangent basis of the Baker matches…