Thanks. One think that I can add, when you have uniform color that you blend later on with something, you can set its size to 1x1 pixel. One green pixel scaled later on to 1024x1024 will look exactly the same like 1024x1024 green pixels ;) . Now, you have to be careful, because if this 1x1 uniform color ends up in primary…
Padding is most important when mip mapping occurs. That's when things get far enough away from the camera/player that the game engine doesn't want to spend a lot of resources rendering a high quality version. It fixes that by scaling your texture sheet down. As the mesh gets farther away, the texture sheet get smaller. Big…
Sorry for the late answers guys, things have been busy at the Quixel office! A few updates on the way :) morph, Thanks for reporting! Is this 100% reproducible or does it only happen on occasion for you? I'm the one who should be getting a PayPal account! All your feedback is invaluable :) purkie103, I sent you a mail a…
I normally don't comment on texture res for folio work but, 4K maps are extremely overkill. 2048 maps on a pistol have more pixels displayed in FPV then a 1080p screen allows. At most, pistols, even 'next-gen' ones will use a 1024x2048, because their size is so small the screen can't display the pixel density of a 2048. I…
I find it more helpful to work with a pixel to game unit ratio. 4 pixels to every game unit. If you have a wall that is 256x256 game units then you go with a 1024x1024 map. It gets a bit more complex for other objects but in general if you hold to the same rules you can work out a map size, of course you are normally…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
Yep, you just put a small tiling greyscale pattern in your shader and map it in screenspace so 1 pixel on the pattern == 1 screen pixel. if your pattern was 4x4 pixels you would do something like this (unless I fail at math, which I do): float2 patternUVs;patternUVs.x = (screenUVs.x/screenWidth)*4.0;patternUVs.y =…
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
This looks awesome! I would say, put this in your portfolio and call it done. Move on to the next piece! It would be nice to see a wireframe or two, and some stats about triangle count and total texture usage (pixel resolutions, and the number of textures, as well as which kinds of textures... pbr or not). Also noticed the…
More importantly that having enough/too much pixels to represent the detail, you need to consider how large these planets will be on screen. If the planets will be seen up close, and fill the screen, 1024 is likely too small, and if you're zooming in on them at all it is almost certainly not enough resolution, and you'd…