Hello! Following up on a free parallax-based fake interior shader we did a while back with our shader editor at Amplify (Amplify Shader Editor). Currently working on a new version based on the original paper by Oogst 3D for fake interiors done entirely via shader sorcery. The Unreal implementation by Stefander was an…
Very cool, i wonder how that algoritm works? I had some mutations that almost looked like they could take off and fly but it seems the asymetry which is kinda always there kept it from that. Might be nice to try it with force symmetry somehow? Edit: I let several simulations run on my 2nd pc, and they came out very…
Working on some face tracking and Candide3 model parsing in unity3D I am trying to use the new Kinect SDK from Microsoft with the Windows Kinect device (got one at work) to track faces inside unity3D. Candide is a standard for tracking complex face properties without transferring or computing to many complex values. So you…
geeze you guys are so smart. Crazybutcher and Kurt, that's amazing. I'm a dumbhead so all I could do was work a bit on a standalone xNormal batcher app. It's pretty much just made for when you need to do complex batchbakes of tons of pieces and you don't want to set them all up manually. I decided to finally make it after…
C86G: Because the tangent spaces are different. If it's fine with a shader, be glad. Scanline is NOT what most games look like and shouldn't be used at all for game art imo... Haidda: Sure man, it's based on this guy's work: Dave Bollinger Pixel Spaceships (page died, hence wayback). Basically you just create a sort of…
WPF Tutorial is a decent site, but is lacking info sometimes. Like I mentioned, MSDN is probably the best place to look. Also it's just trial and error :). But google is your friend. These books I've heard are good.…
You can achieve the same results without the comtypes module if you do it like Pete Hanshaw: http://peterhanshawart.blogspot.se/2013/10/python-photoshop-automation-without_29.html The script (he use VBscript) with the commands is written on the fly in Python before being executed in Photoshop. Pretty cool, but I want more…
You should have a few templates to choose from to give people some ideas like using it on exporting. I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty…
I don't see why not... I mean, the workflow (at the moment) is basically: * Use hair and fur to create the hair you want, against a backplane (which will ultimately be your UV sheet). In the image above you can see i'm working on the second hair strip. * Convert hair to splines. Enable UV generation in the spline, give it…
been working on fixing some of the UI issues I have had with 3ds max for years now. One being the material windows and the length of the names displayed and having to hover over things to get the full name of long materials and the other was the render to texture windows and having to constantly scroll horizontal. I redid…