So now that UE5 is out, what's the TLDR on nanite? My understanding is it's basically a system where a mesh is pre-processed into an octree format ("virtualized geometry") to make it fast enough to find out which triangle per-pixel is closest to the camera each frame, thus avoiding the need to render more then one triangle…
Thanks TDA, but I'm afraid that's totally impossible. The way the current shader pipeline works, is that every object is calculated "by itself". That means, it has no idea of whatever is surrounding the object and has no way of accessing that information. It even goes as far as that, when computing the pixels on an…
I'm working on a video game, and this set piece is the result of me playing around with the artstyle. It's a gas station, complete with fuel dispensers. The canopy has 4 64x64 pixel (+spec) textures, the fuel dispenser has one 64x128 pixel (+spec) texture. Made entirely in Blender, textures in GIMP. The whole thing is…
Firstly, A+ on actually testing shit because nothing made sense. It's a thrill to help you. Second, painting on normals will never look as nice as a baked map with 8xAA. If you want AA on your painted details, make sure you do your work on a canvas twice the size of your output: Want 2048² textures? Work in 4096². That…
Your normal map has a limited amount of pixels, meaning it is only capable of smoothing a certain size normal surface variation. If your surface normal changes a lot in an area thats only covered by a single pixel of your normal map, theres no way that single pixel will be able to make the surface smooth. heres an image to…
In this context, imagine when the engine is drawing transparent triangles - it has to render whatever is behind that triangle first, so that there isn't a gap, and the new pixel can be properly blended with the frame. Ideally you'd render each screen pixel the fewest number of times to get the best framerate, so these…
It kind of depends on the platform and context (i.e. what your bottleneck is), but as far as I know, verts are generally cheaper than overdraw/empty pixels/pixel calculations. Where transparency may work out better is if this stuff appears really far in the distance, at which point it takes up so few pixels that the verts…
I haven't used Unity's terrain system, but in UDK they force you to use a height map that has the same number of pixels across, that the landscape mesh has in vertices. So if the landscape mesh is 512 vertices across, the map has to be 512 pixels across. Also UDK requires the height map to be 16 bits per pixel (not 8 bpp,…
One can render a box slightly hovering over the terrain "invisibly" in a way that it masks pixels that intersect the box in the stencil buffer (similar to stencil shadow algorithm). Then you could clear the depth value of all masked pixels, and render your actual geometry. You could also project a texture with those…
i found that to create isometric pixelart, we should got a new feature, that can define the starting point of the canvas in order to get regular stepped pixel line all over the canvas without loosing the pixel pattern proportion. I will make a video soon to illustrate this concept. Here we need a Reference point or at…