I gave it a try as well, even though I don't do any stuff rendered inside Blender recently. I really enjoy the workflow, creating panel lines and the convenience of the integrated asset manager. No idea how the parallax node group works, looked at it and got dizzy :D The effect is really good though. Excited to see what…
The i920's have four cores with 2 threads each, which basically makes them 8 cores, they tear apart standard quad cores when doing stuff like mental ray rendering or baking textures, can't find the benchmarks right now, but when it comes to games the performance difference isn't as huge because most games aren't bottle…
Ah yes, DS & Wii gamer codes. I shall do that soon enough! AS for the code, I'm no wizard so it is likely that theres some waste in there. Would you be willing to help by showing me the code you removed? I can do that immediately after being shown what it is you had done. Thanks in advance. UPDATE: You can add DS or Wii…
wait until you can afford to upgrade both. Though as illo mentioned CPU would be more important (it also has to send the commands to the GPU). The Celeron has lousy cache, which is where a lot of speed comes from in CPUs. An i5 would be cheaper alternative on same socket.…
Hello, everyone. I know this is getting older. After having looked at the Blender Python API, and some other sources on the internet, I have managed to come up with this method of getting the correct vertices from the correct bones - all as integers. Here's the code if anyone wants to use it. I know it's not the nicest…
All staff apparently let go. Not much of an art department numbers wise (almost all outsource), but a lot of the guys there were veterans of ACES Studios / Flight Simulator. No word what the long-term plans are for the game itself, but I doubt it'll last long without developer support given that it's a DLC-based freemium…
Come and join others to talk about anything gaming, art, or other forums of creations including music. We are currently creating the main website that will feature free assets for everything you need to prototype a game including code snippets for engines. We will have hundreds if not thousands of tutorial and lets play…
Wouldn't I still need to call every material instance in code if I'm overriding the cubemap parameter? That's the issue I was concerned with. Or could I make one MaterialInstance, then create all others based from that, and only override the parent's cubemap parameter? I'll try some tests and see what I can end up with.…
Nope. Shader code is no longer accessible as it was in CE2. It's funny because you can download Nexuiz beta and look into shaders anyway.. Yes. I'm not big expert. But material shaders are build on top of system and communicated with base shaders. At least I think it work like that. Asiade from that. I don't really need…
Dynamic Weather_System 2200 available! Changes: * New: Retrieve any DWS parameter value from any DWS effect at runtime via FlowGraph, LUA or C++ code. * New: Weather based dynamic onscreen effects and ready to use presets. * Improved: Snow & Rain transition fidelity. * Improved: DWS xml profiles filtering now supported…