Linear Algebra is pretty simple if you have the right teacher. I know i had that on my second year at college and i found it pretty cool actually beacause the teacher explained everything nice and simple motivating us that way.
When creating in maya 2015 'sun and sky' it would create a node called 'mia_exposure_simple' which would gamma correct the sun and sky into a linear workflow but now it doesn't, anybody knows why? and also what does the multiplier category under mia_physicalsky do? what does it control?
Well since im trying to learn this system coming from softimage Im having trouble wrapping my head around: Making the com (bip01_pelvis) change the keyframe type from linear to stepped, i can do it to the rest but it seems i cant get at the right bit in the curve editor if that makes sense?
One thing usually not mentioned in this approach is that real world cameras have barrel distortion, while most virtual cameras are purely linear perspective. Matching is pretty hard without this. Some renderers can add this distortion, but I haven't seen any realtime viewports that do it.
Hi there again Shrike :) The thread is clearly splitting into two topics so I'll comment on both separately. - - - - - On tech As stated in the recent posts above, the other factor you absolutely have to take into consideration is triangulation. In my earlier replies I assumed that it was accounted for - but if it wasn't,…
What is your lighting setup in Unity? Standard lighting setup (seems to be about like yours) A video showing how to set up linear-deferred lighting -- skip ot the end of the video to see how much better it looks: https://youtu.be/qfowBT5Znug
You can modify the height channel blending mode. By default it is set to Linear Dodge, which accumulate detail from underneath layers.Change the beldning mode to Normal to have the new layer "covering" the previous layer and adding that transition to make it push inward or outward.
@bitinn Im having problems recreating your PBR shader. The roughness map always renders blocky and has gernerally weird behavior. This happens with and without packed maps, all my maps are set to linear. I have no idea whats causing this issue.
@Blond how so? isn't criticism of modern day FF revolving around the updated gameplay-style and the increasing linearity of the worlds? as a lover of anything tactical and turn-based i certainly can't see the attraction. here they seemingly went out and reinvented the game.
Thank you for feedback @Zi0 , could you give an example of what you mean by complex shapes? Is it more smaller details on the surface of the meshes? I have tried to exercise working with a bit tricky non linear shapes on visor, but i guess it's different.