@Larry I was going for a desaturated/ subtle sort of look for this project but I guess I didn't pull it off the way I had hoped, since this is the second comment along these lines I've received. Thank you for the comment! I need more ~drama~ for the future!
The changes they've made to deferred decal materials in ue5 make it a bit trickier to fake this stuff. You can reduce the opacity and it'll reduce the amount of color but at the same time it'll reduce the influence of your normals and roughness you could try controlling the opacity with fresnel which does this sort of…
From how he explains it, it seems like it uses flash rasterization and just draws distorted polygons (not triangles) after sorting them. maybe theres some sort of depth buffer so sorting isnt necessary though?
Creating assets in Designer is more of a technical art type of thing - if you want to be a weapon/prop/enviro artist I'd say there are better uses of your time - Painter has everything you need for this sort of texturing.
AFAIK, only the Dreamcast allowed perfect sorting of soft alphas, since it used the PowerVR chipset. Nvidia/ATI/etc. chips don't sort the same way, so we're stuck with bad sorting unless we use alpha-test (hard-edges). Someone please prove me wrong here! thomasp... how are you sorting Einstein's hair? I'd guess your shot…
Yeah, "near future" was a bad choice of words... I don't know enough to make predictions like that. I was just thinking we're bound to abandon sorting as polycounts continue to rise. But maybe that's not correct either; sorting is pretty parallelizable. Is anybody using the GPU to sort polys for games? These guys seem to…
What setup does the Fur have for the general shader type? Translucent, Masked or Masked-Soft? Also, how expensive is it, especially for the sorting? If it's Trans, is it degrading to 1bit Alpha sorting, or did you guys manually set the sorting instead? I'm really curious since I never tried a shell setup with that much…