James are you using the color lookup table at all? You should check it out it is a pretty useful tool 3DMotive: [ame=" https://www.youtube.com/watch?v=7g6kyZ7kRPs"]Color Correction with Look Up Tables in UDK - 3dmotive - YouTube[/ame]
Get a HDR in the environment slot, no point using final gather otherwise. Once your happy with your lighting go lookup information on mia_material. If your interested in learning more about mental ray also check out http://mentalraytips.blogspot.com/
My knowledge in the technical aspect of this is somewhat limited, but the way I understand this is that the textures that are unused in a certain material instance are all excluded when building the app. This way, shaders with lots of texture lookups become optimized and the memory cost minimized. This is just my guess.…
Vertex color is much more optimized. No texture lookUp, no GPU mem. is allocated. Vertex color giver better performance but less blending quality, material ID giver less performance but more blending quality. NOTE: less performance doesn't mean BAD performance.
Thanks for your feedback, CharlieD. I went ahead and tweaked the lighting to try an match the concept a bit better. I've been playing around with color lookup tables and have 2 variations here. The second is a bit dark but not entirely unreadable. Critiques are still welcome.
The colours of your scene are ever so slightly warm and brown/sepia, whereas your reference definitely shifts more towards the blue. Try tweaking the colour values in Photoshop using a Colour Lookup Table. @Oniram made a short video explaining how simple and easy it is :)
In theory you can draw an entire scene in about 2 or 3 draw calls (or passes) with virtual texturing, because everything is a single shader (the other draw calls or passes are for atlas lookups and stuff). You probably wouldnt store the entire scene as one mesh though.
The 5 rays 20 max steps is around 2,5 ms on 1080p. It could be optimized a little bit by using a lookup texture for the random directions, instead of using cell noise. But the global distance field samples are much more expensive than the cell noise itself... Not good, not horrible.
Hi, You have some nice work; and its inspirational as I myself am making a project similar to this; 1 crit; I think you need to learn more about triangle counts; :\ your vehicle is as large as a main character should be; perhaps lookup retopology or optimisation?
I Actually tried this too and indeed it fails to find models and textures. I have Galaxy Note with a custom ICS rom. I put the folder both in the internal SD and the external one, no luck. It could help to be able to set up the lookup path inside the options tab.