Hi all, I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering. use: Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see…
I made a Blender 2.8 addon that lets you snap to keyframes while you scrub with your mouse if you press ALT. (old gif, when there was a button instead of ALT) Get it free here :) https://gumroad.com/products/jmHKp
there is more or less two popular ways to go about "deferred" rendering * classic deferred shading: e.g. collect all attributes for full shading in g-buffers (albedo, normal...): means fat framebuffers and rather limited ways to go about material diversity, as you must have all attributes in said g-buffers. * light…
That is very very cool Render. I personally don't think I'd have to use it for anything, but I know alot of people will love you for this. I wouldn't be surprised if Adobe wants to hire you on or something. Or has Autodesk contacted you at all?
currenly right now you cant change the icon size. For shaders you do have the option to render at different sizes. You can double click the image of the shader and it will open up the image in Fcheck. I will be implementing this for other asset types
Several of you guys are proficient in Unity right? I want to see how easily you can match or beat the performance of my humble Flash flock code, here - http://rumblesushi.com/turbo_flock.html Seeing as you have GPU access it should be fairly easy, but I'm curious as to what kind of flock size you can get in Unity running…