In this context, imagine when the engine is drawing transparent triangles - it has to render whatever is behind that triangle first, so that there isn't a gap, and the new pixel can be properly blended with the frame. Ideally you'd render each screen pixel the fewest number of times to get the best framerate, so these…
Languages like C# are considered a "high" level language. This is because C# handles most memory management for you. This makes the language less powerful, but it also makes it less complicated, and easier to learn and use. High level languages and scripting languages are easier to learn, and usually easier and faster to…
hey - you're off to a good start! there's a few things I would suggest to fix right off the bat. - your objects (barrels, urns) still have hard edges. Since I see you're using maya, select the object in question, then go to Edit Polygons > Normals > Soften/Harden Normals (I am guessing at the titles here) and choose All…
[ QUOTE ] I'm not following with the green normal channel because I don't know what it's supposed to look like normally. Perhaps a screenshot of the channel would help with pointing it out [/ QUOTE ] Just use swizzle "X+Y-Z+" in the xNormal 3d viewer slot, that will invert your green channel automatically, Then grab a…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…