Ryan Clark : Ok, then Pior helped me to understand what your talking about Crazy explication then O_o, If I understand, I must create a grid with a grid by 4x4 pixel for work o_O... OMG it can be a crazy workflow then... Actually my diffuse workflow is this one but I must Add one step for prevent DXT compression... Or…
Wow, thanks everyone Bobo - Thanks The first Photoshop painting tutorial I ever took a gander at was your video (must be 6-7 years old by now) when you were painting a dude's face with almost all dodge and burn :P Needless to say, your style has changed since then, but the inspiration is still there. Thanks! Aes - I can't…
The issue with this is, too little texture space to compensate for too much shading. Basically you have very strong low poly shading going on. The normalmap tries to compensate but there aren't enough pixels (or bit depth 16bit vs 8bit) to cover it. You have 2 options basically Upping the texture resolution and possibly…
What I meant by understanging UV, is that you need to see what it does and determine yourself. Sometimes it's hard to learn just by reading. And, the reason for same material to be placed close together is that: Game engine usually use Mip-map, and something like Level of Detail. Anistropic filtering, etc. Those things…
yeah, checkin for black especially with min/max approach could be not working if you use negative pixel values in 32 bit calculations . For heigh combine for example. I once used an approach when I put transform node with manual mip level set to 10. It's a kind of quick blur my guess and a value processor after that . it…
This is a tower defense game that I have been working on with some other fellas here at Soap. Our pixel ilkke did the pixel art for the soldiers and worked with me together on the 3d models. Another dev "Pat" wrote the code for the game. You can play the game here http://deployanddestroy.com.au/ We wanted a pixel art look…
Ok so there are a couple of things: - Ray tracing in realtime uses heavy denoising on some passes, because otherwise it would require hundreds of samples which would cause 1 fps or less instantly. Global illumination is the most critical one here. Cast shadows only needs a lot of samples when the penumbra is large, and…
For textures I love my Sigma Dp2 Quattro c with Foveon sensor. Due to the sensor specifics it makes a kind of pixel art of images. Pixel to pixel , super crisp, not a single pixel for nothing. Looks really on pair with 30-40 mpix cameras without too much of extra processing by Reality Capture. Makes clean and crisp surface…
No, not at all. Vert count isn't all that important because it's a relatively minor cost compared to all the other things. The most significant cost in a deferred renderer is how many times each pixel gets interfered with. Many things contribute to this cost and it's only indirectly related to how many triangles/verts are…
Since it's a circular shape you can use a simple radius logic in your pixel shader. With this you can shave the sine calls for some extra performance. Using particles (ground-oriented quads), you can supply the time and the radius of each particle as uniforms and grow them in the vertex shader and output the circle shape…