I feel like inspiration and coping mechanism need to be part of the list. =) Really entertainment and gaming boils down to triggering and emotional response, how much we rely on that emotional response or whats causing it certainly hits that range, but the emotional response is generally the common core of it all.
lamont that sounds pretty useful o.o. where might one procure said tool? axios that would be perfect. i tried it though and my obj's are coming out blanks, so i'm not sure if i'm not selecting them in geometry mode or what is necessary for it to export correctly
Here's an image, where are these black splotchies coming from. Default settings don't work for shit I have to turn on the legacy fg mode where you put a min and max range in to get rid of these. I have this on my home computer and my work computer.
I noticed Pior didn't mention the power supply (maybe the case comes with one): I just wanted to say that one should get a power supply that exceeds the minimum requirements of the graphics card. You won't find a newer/better processor than the core i7.
:) Thanks for the input guys. There is currently 1 texture sampler call for the noise permutation array. I had it in code.. but with it there it took over 3300 instructions. If I can get this working in a light enough state the applications are near limitless to adding subtle realism to our worlds. Other people have done…
This might be a locked core functionality but just out of curiosity. Would it or is it possible to disable moving a face or vertex without the transform gizmo? What I mean by this is.......when in polygon mode or edge or vertex......you are able to manipulate the face,edge,vert directly without using the gizmo.....ideally…
So sorry to bump a five year old thread, but apparently someone has fixed the code in the comment section of the blogpost. I have yet to test it myself, but for anyone still interested, it might actually work now.
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Math/#power Not as difficult as it sounds! Heres the official doc page for the node, comes with a fairly easy to understand example. As for the seam, you likely need to flip your normal map's y axis/green channel (iirc).
Hi Matt, what would you like to know exactly? The idea behind the script is quite straightforward, its realization a little more complex for the lack of clever methods in 3ds Max code to get sorted edge loops/rings. The only thing you can query for is a BitArray filled with edge loop/ring indexes. For its very own nature…
Quake 3, hands down. I haven't worked with Doom 3's engine much, so I can't say a whole lot about it in regards to likes and dislikes. It's been roughly the same working with it as Quake 3, but since I don't do this for a living it's kind of hard to put Doom 3 up there. Anyway, I like Quake 3 because the art pipeline is…