When I put a ramp node into the shadow colour of a directional light, the result is a tiling ramp. Is there any way to clamp the range so the texture is always displayed 0-1 relative to the shadows with a directional light.
Hello Ace, Well I used this reference when I wrote my post above: http://2.bp.blogspot.com/-yyywUujOFY8/TxY597gxqtI/AAAAAAAAAP0/NNzf1u1Pwe8/s1600/fruits_peaches-5531.jpg so I thought that to help the "whitish" effect on the edges, which again you can derive from fresnel (incidense) values. I would use a suble reflection…
Yeah, I have to agree with the sentiment that sticking to the current framework for the initial release might be the way to go. After all it looks like the program already does everything you originally wanted it to do ! As far as extra features are concerned : while I could see the benefit of being able to write/read to…
Here's a really quick video showing bits of the map. My PC is in agony shooting this at 720p so please excuse the choppy framerate. [ame=" https://www.youtube.com/watch?v=6kW2sLuSlgM"]Fort Highness Fly through - YouTube[/ame] jimmypopali: Almost all objects have a vertex color pass. Trebuchets do as well. It's mostly…
I like what you have so far. I like that in some places you introduced some chaos, like the open windows are at varying degrees of openness. It's very clean and each asset is very much a separate isolated object that doesn't really look like they've aged together in the scene. The grungy awning next to a bright white wall,…
Agreed with Pior -- keep current proportions. It's neat, and different! I might suggest a teeny bit more detail to increase the verisimilitude on the outfit. Right now it looks like that stuff was painted on her (which I know it was, but go with me on this!) -- if you added things like seams, velcro bits on the shoes,…
Hello, Currently I'm trying to clean up a Unity scene. I'm sure some of the shaders don't work well with existing deferred lighting. I'd like to replace them but berote that I have open all shaders in a 'notepad' and somehow figure out what shaders are prepered for forward and what for deferred lighting. Is there any 'key'…
Hey there. I'd like to share a game development project with you, and give those who are interested the opportunity to join the development team. The project is called Might and Magic X: Children of the Void (M&MX), and it is an RPG, entirely nonprofit, and will be designed for the Windows and Linux platforms on the Unity…
@obscura That's the thing with GPULM, the settings are maxed out by default. It runs on production mode only(this is more to avoid errors the dev says) You just crank the radiosity to 10 indirect light bounces in world settings and that's it. Because it's a brute force renderer and doesn't use irradiance caching there are…
Thanks for the breakdown of the workflow of her eyes. Looks pretty neat. The only thing that I've been thinking is whether to bake the normals of those veins also to the cornea to pop them out a bit. Because I think cornea might "hide" the definitions of the eyeball's surface details by being more dominant with its glossy…