The "tangent" is vertex data. The "tangent space" is the basis formed by the normal, tangent, and bitangent vectors in which the normal map can pretend to always be pointing towards +Z. MikkTSpace is an algorithm that calculates a pretty good, standardized tangent space basis in a particular way, completely independent of…
Thank you. The reason why we want to test UE is speed and costs. I believe - without proper testing with an actual shot pure speculation I know- that UE can render a frame much faster(there are a lot of other aspects than speed, sure but let's simplify) than Arnold. I rendered CUs with much hair and SSS and got rendertimes…
Given the limited nature of this release, I'm going to have to say that it is a pass. Having a greater number of 3D packages that are optimized for Source-engine exporting is a good thing. The Source engine has always been a bit of a pain to work with when it comes to the content pipeline. Having a few more…
I believe this is the Esenthel Engine? I have been working with the Esenthel engine as well over the past year. It's a great engine, one of the best in my opinion. (The screenshots on the website, etc. do not do the engine enough justice though, so I think many are easily overlooking it.) Cmtanko, I like the overall…
I again can't really disagree with much of anything you have said. I hate Activision and their soul sucking ways, and what they'll do to a franchise. And while I'm not necessarily aiming this at you, I feel it's kinda unfair to bash MW, while almost in the same sentence, throw heaps of love onto Valve and their dated…
[ QUOTE ] I've never worked on a game that allows 1024x256? Although I've heard of a few engines which support it, I think it might be something less common? Our current next gen project does not support these kind of textures. [/ QUOTE ] Serious? Its not a game engine "feature" its more to do with how the image is handled…
[ QUOTE ] [ QUOTE ] It's hard to tell from the low-res video, but it looks like they're using a voxel engine... if so, this is probably the best use of voxels ever (the pixelation works to the advantage of the game's style, unlike with most uses of voxels). [/ QUOTE ] No they use trixels. [/ QUOTE ] Alright, so they use a…
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…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
Neat work. I tried scrolling Romeck's X feed to find the specific concept you're working from, but couldn't find it? It would be a good idea to drag-n-drop the concept into your OP, just so people can understand where you're going, and so we can provide relevant feedback. Are you seeking feedback? Also, what's the end…