Wouldn't I still need to call every material instance in code if I'm overriding the cubemap parameter? That's the issue I was concerned with. Or could I make one MaterialInstance, then create all others based from that, and only override the parent's cubemap parameter? I'll try some tests and see what I can end up with.…
Nope. Shader code is no longer accessible as it was in CE2. It's funny because you can download Nexuiz beta and look into shaders anyway.. Yes. I'm not big expert. But material shaders are build on top of system and communicated with base shaders. At least I think it work like that. Asiade from that. I don't really need…
Dynamic Weather_System 2200 available! Changes: * New: Retrieve any DWS parameter value from any DWS effect at runtime via FlowGraph, LUA or C++ code. * New: Weather based dynamic onscreen effects and ready to use presets. * Improved: Snow & Rain transition fidelity. * Improved: DWS xml profiles filtering now supported…
Hello, everyone! I want to show you the new project on which I worked in my spare time. This is the fantasy world for my forester creature. For the fast rendering I used: 4*Dual Xeon e5 2670 2,6 GHz - 128 Threads + 1 Intel Core i7 4930K 3,4 Ghz 12 Threads. on the Forrender.com Render time - 58min. Noise - 3% - enough for…
.. it looks like this software is slowly dying... so sad. the Maya core is becoming too old compared to the technology we see in newer softwares like Modo. The thing is that autodesk guy should stop releasing useless releases (they're almost all bug fixes and some spare new features here and there) and try to think about…
@ $!nz when creating walks or runs that are to be put into a games engine you do it as a cycle, on the spot. Lets say a basic walk cycle is a step a second (Thank you Animators survival kit!) you would animate 2 steps equaling 60fps (if you use the default) thats 30 frames per step. Then in the game engine there is usually…
That was very helpful MoP, I've gotten started handling instances properly but now it seems like I'm having control logic issues. The script now only handles instanced nodes and doesn't seem to process unique ones. http://x-hax.cultnet.net/sa_scene_obj.ms Its probably something stupid that I managed to overlook but I have…
[ QUOTE ] actually one of my teachers was telling me about this old ass engine that required you to do things in quads because it wouldnt import correctly otherwise. I didnt understand the exact technical stuff behind it but it was something like, when it went to transform a poly into a triangle and the poly was already a…
yeah, Lamont, and this may be the case. Based upon your comment I thought I'd just see if it would work on a default polyobject that's been edited. So I just did an 'insert edge loop tool' for a couple of loops and scaled them. Then I selected in multi-mode again some various edges and verts and low 'n behold it worked!…
Some might remember some of my low res planes from ages ago. This is what they are for. A relatively slow-moving project (though totally noncommercial, and in fact the first openGL project the programmer has ever done... and second game he's ever worked on, so from my perspective, a pretty good achievement) which is…