Scene Depth is not normalized / non-linear with a range of 0 - 16,777,215. Opposed to this, the alpha output of the scene texture node returns the inverted scene depth within 0-1 range. It also requires less instructions.
I didn't have much progress to upload, since my work was really sporadic and I was building random parts with no real linear workflow to update. Here's the submitted version https://youtu.be/vD0YV6UN-DA
For blocking in the key poses I use a little trick. In Maya I set my Animation preferences to Settings/Animation/Tangents to Linear and Stepped. This helps with blocking in the key poses without worrying about the transitions.
From stepped mode to linear. Refining the breakdowns and adding some more details. Still a lot to do with the arcs and pops. Haven't started to work on the spacing yet. I'll upload a test in LOL camera tomorrow.
Not sure, to me the fog feels like it has a linear falloff while the underwater-photos give me the impression that it is more an exponential one. Pretty clear on near distance but drastically getting opaque at a certain distance.
COD is about 1024x640 with 2xAA and the levels are quite linear. Actual player freedom in Rage is still a question, but it definitely is a continuous open world (or two if they ship on two discs, but you get what I mean).
The big question for me is around HDR support and whether it supports linear space alpha blending. I was all set to move to gimp til those two things got in the way. Does it do that?
Ok, already found the solution to the first part of the issue: If I set the interpolation in Unreal from "linear" to "step", it fixes the eyes popping issue. Still gotta figure out the missing poly issue...
What tool are you using for 3d modeling? If the end result is going to be a linear animation, then real-time is overkill, with all its workflow limits. Probably best to render directly in your modeling app.
It is possible to make a blendshape not transform linearly, but instead attach it to a curve which it transforms along or something? Maybe a blendshape could be combined with a deformer to get the effect? I'm trying to simulate flower petals opening, but the linear transition isn't very great for it.