Ok I agree that using tiled detail texture, the information of texture density is lost. but still found it useful in situations where you needed to use texture sheet. Anyway could not find anything in the EU4 documentation about the ideal relationship between number of pixels per UU.
@logithx: That's an awesome comparison shot of Lightmass. I honestly wasn't sure how much had changed, but seeing that difference is great. That is an absolute improvement. I remember the headaches caused by the sometimes muddy look of Lightmass bakes in UDK, primarily due to compression (like the pixelated rainbow junk…
Jordan, I saw your post about synced normals being improved in the new update, but after getting the new engine version and opening my project I found there's no change. Actually, following that bit about checking compute binormals in pixel shader makes it perceptually worse on my stress test mesh. There was also no…
That's because you're not doing your lightmapping right. You need to make sure you're UVs are not in-between a pixel or the such for the lightmap resolution you're using. More info here: http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php I've…
That would suck. We'll have to see I guess--I've too have heard the same that Ark said, that deferred shading can limit the shader variety--but I was under the impression that it could still DO anything forward rendering could, but just that you couldn't do multiple *different* kinds of base-shading at once...so yeah, you…
So it looks like Lense Flare Editor is gone in UE4. Does anyone know if it's still possible to create lens flares like this in UE4? Per-pixel lens flare is nice and all, but it's very limiting I think (I find it's very useful for lens dirt effect not for anamorphic flares). I still would like to have more control over my…
There seems to be some confusion that GI==dynamiclighting here...and the assumption that without it you have to fall back on lightmaps and baked lights again. Or maybe I'm the confused one. I can't tell...if anyone is in the know, could you confirm/refute this: If the new engine is still deferred rendering (and I'd read…
Here's something I just put together for my environment. Middle two nodes project UV's based on the world position of each pixel, separated out by X and Y. I then lerp between them based on the normal direction of each vertex. I'm also adding masking out the +Z/-Z directions for my own purposes, but you could switch it…
Here's an update on the Xnormal / Synced normals pipeline. We found 2 steps to better sync normal map rendering: The first step is a setting in xnormal you can change to make it better synced with our rendering: Click the plug icon on the bottom left Click Tangent basis calculators tab Select Mikk - TSpace plugin Click…
The simple explanation is: Normal maps add per pixel surface detail to a model by taking a highpoly model and looking at the normal tangents of the low poly and baking the detail on top of that. If your target game engines reads the normal map with exactly the same tangent basis as the baking program, there shouldn't be…