The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
Some realtime VFX I've been working on lately for an indie game project. Realtime fire [ame=" https://www.youtube.com/watch?v=XE5EONaFJW8"]Fire[/ame] http://youtu.be/XE5EONaFJW8 River http://youtu.be/dvJuk1IMoxo
As a matter of fact, the "sphere artefacts" I noticed earlier seem to be encoded in the video and not caused by the realtime rendering itself - as lower res playback makes them more obvious. So there are probably two factors of degradation hapenning at once here : artefacts being encoded in the video, and wobbles caused by…
Edit: It just means you toggled the expression realtime preview on (the eye icon up top). Double Edit: It looks like it makes all your nodes realtime instead of setting them individually, I guess.
REALTIME MIRRORING IN BOTH DIRECTIONS, AND REALTIME TILING. That's all there is to say. It's all I've used it for so far, but boy is it lovely. It's what Photoshop's been missing since forever. I think Krita has a bright future.
Well I guess it depends on what you want to promote with your 3D stills, if it's for example meant to showcase your realtime 3d skills for employers it might not be a good idea to do a paintover on top of that and call it realtime.
definetely a no-go on baking the realtime shader. with a hack you could send the UVs as positions and get a "uv-realtime view" in max's viewports but how would you bake something that relies heavily on light and camera position ?
got bored of looking when the next image i wanted to look didnt arrive instantly or even near instantly. we make realtime assets, having a non-realtime site does not a good sign make
i am actually aiming for a realtime character and i thought i could use that flow with lesser density. so that the first subdivision is than later my realtime mesh, the higher one would be for baking only oc
It doesn't matter which engine it's using. All that matters is that it's running realtime instead of via an offline renderer (vray, that kinda shit). You can use the fricken viewport for realtime shots if you can make it look nice.