so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious really maybe just add/bake floaters on top of a mid res base? I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
yep. to add.. Behaviour appears to change in synch with mips in the virtual shadow map - there is actually a distance where the artefact isn't visible. The patterning of the artefact does look similar to the artefacts you get with two sided ray-traced shadows on nanite objects
Wow, thanks for sharing. I remember having to avoid POW when writing shaders for a mobile game, just using ADD/SUB/MULT but my blends ended up being much more fiddly and hard to finesse. Nice technique.
Yes, but dont let it affect colors too much, just a hint, it basically shades the model so its darker at the bottom and light at the top, dont choose a specific color for the baked lighting, just a gray value and use multipliers or add in order to add it on top of both materials without changing the color too much. Also…