@wildrun If its taboo i am sure someone who is an elite in the knowledge will come around but this guy: https://polycount.com/discussion/comment/2774710#Comment_2774710 Seems to have the solution to the issue you bring up and that is to "do it yourself" & by that i mean "Hand-paint" the issue away. Then it answers your…
Well there's source code included with that shader. Time to start learning MR shader code it sounds like :P. Either that or find an interested programmer.
Hey polycount, I managed to get a gerstner wave working based on this livestream. Here's the code if you want it! To use the code just copy and paste the contents of the text file into a material graph! Hope it helps anyone else trying to get realistic ocean waves in their scene.
i knew that was coming... and i know it's not true. i was on the WAR core tester team, i still talk to some of the guys at mythic, and i know the lament they face with what they want to achieve vs what they're told to develop. but that still shows part of the core problem: the people making the real decisions were/are out…
I selected the knee vectors and clicked "unlink" which removed their connection to the pelvis. I then created a cat motion layer and went into animation mode. During the walk animation, the foot rotates during the walk in an odd way. When I turn off "use up node" the problem goes away. Odd. The problem can be recreated by…
You can link Vertices of your Cloth to any Node you want...go into Goup Subobject Mode (press 1 or click on the + next to the Modifier and select Group), select the Vertices you want to link and hit the Node button...then chose an Object from the scene...I haven't so far been able to make it work with deforming…
Yea its kind of like when the power goes out during a storm, you hang around a bit to see if it will kick back on, after awhile you get tired of waiting and move on. They mostly closed down a lot of plants that were not making what the call "core devices" They consider the PS3 a core device so I doubt too many devs will be…
They adopted a few player made minecraft code modifications, one was a faster rendering code that does vertex-based AO, made by a lone modder on the forums.
Interesting! And a very clean code. I didn't expect that using Voronoi cells could give such a good result. How do you create the model from scratch, though? I didn't get that part of the code.
Our industry is unique in that experienced professionals don't always branch out to start independent studios and remain rooted to their current studio long term taking on additional work to stay relevant because redundancies owing to lack of work are commonplace. This is more the case at studios that have stability…