So with the way dynamic cloth works in Unreal, you paint a mask for the parts that are to be simulated so it doesn't need to be a separate object or element. You just paint in the part that should simulate in the cloth tool. If you break it into separate objects that creates another draw call. Which you might want if…
We do that on airborn too, not that it makes it any standard then, i just wanted to collaborate our experience with that topic. We have only a few master shaders, basicly not only one because the env uses lightmaps and the dynamic objects don't use lightmaps, besides that we only have a few more shaders that are very…
There aren't depth issues because there are only 2 objects and the second object isn't self intersecting. If you must have layered parts to a translucent object, your best bet is to break it up into smaller objects so it can be sorted properly. (The previous info here is incorrect. Per-Pixel camera can work with vertex…
Neox - Blender may work like that in near future. This is the matter few months. Once TDs prepare one specific material we will be able to assign it to all the objects and bake them with same settings. This may apply to standard bake when you load hipoly with texture and bake it onto lowpoly. I'm the guy behind proposal…
Joost's advice is spot on, but just a few more things to add: The aperture you'll want to use will depend heavily on distance to object. If you're very close to a small object, F8 may not give wide enough DOF, so some areas will be out of focus, so you may need to go down to F16 or so. For large objects that are further…
1. This is pretty dependent on what you are doing. Generally though, keeping objects seperate and instanced is easier for you and better for the engine. If everything is seperate and you have a single object instanced around in several places, it only goes into memory once. If you have a bunch of the same object welded…
OK, here's a high level overview... Things you need: * A ratio to aim for (just an integer value, eg. 4 for 4:1 ratio) * The current object's texture width and height. My script defaults to 1024x1024 if the object's material doesn't have a valid texture. * An object with UVs! Steps: * Get selected UVs, or if none are…
My SD graphs are usually pretty heavy and combining multiple materials constructed of hundreds nodes of dozens sub-grapfs is hefty to load/update etc. So I sometimes just render outputs of each material to 16bit tiffs and then combine/compose/ height blend/mix them in a Photoshop file as linked smart objects. Alt+drop in…
I didn't really knew any object oriented programming before I got into unity, and got along fine with it, just study a lot of the example projects and download other people's examples :) . The cool thing with unity is that the object oriented part is very visual, you're usually working with actual objects in a scene each…
I dont think there is any real way to get rid of weird shading in this situation without using object space normal maps or tangent space baking after the object is broken (and having proper tangent basis in bake and engine). Relying purely on vertex normals with "random" cuts in it is always going to give wavy deformed…