Well for heat distortion I assume the effect can be faked using clear planes in front of the area the heat comes from. It could then clone an image of the pixels viewable through it and repeatedly refresh the captured image while offsetting the pixels in various directions. Or something along those lines.
thans guys, i wish i wasnt so tied down at work right now so i could spend more time on the idea. i will try to answer some questions.. for the mock up i am using fighter maker 2nd.. it was a japanese program that has been translated to english i dont know how legal it is but its only for prototyping as the final product…
Made a little pixel art based off this guy here Ive also almost finished a new animation based of those orchids up there, and I have of ton of new plants that I haven't scanned/organized yet as well. Some more pixels...
This is my current output! It is not exactly what I want, but everything works for now. I will now try to let the cells grow with more spread. As I want to translate my grad to a PNG pixel per pixel, it has to have a much wider spread.
Is metallic a boolean value, or can it be a mix/per-pixel? Wouldn't the fresnel curve be derived per pixel from (What used to be) called the specualar texture, specifically its luminosity? (Whats that called again, f0?) I thought that was supposed to be a big part of PBS.
How do you keep layered textures from appearing pixelated in the viewport? The resolution is fine on standard shaders, but becomes extremely pixelated when I slap in on a layered texture or shader. Here's a comparison on three setups using the same source image file and file node. Viewport: Render: Solutions?
Thanks! I noticed now that it works for y and z for the first pixel of the drag and that always seems to snap to the next increment of that direction even though the starting grid point is closer. The next pixels then drag it normally like without snapping so it isn't useful. For x it works all right.
That's not a bug. Alpha-test means that a shader tests the pixels to see if they're transparent and throws out the invisible ones. Alpha-tested pixels in shaders have only two states; visible and invisible. There's never going to be a gradation of transparency because an alpha-test shader does not support that kind of…
I used variation of exploding method - fifth wheel that is away from the car, just far enough to not get affected by chassis. Other wheels have their UVs moved 1 tile away so they won't affect baking, but use same texture area. Imho only good reason to have a wheel on its own texture is to allow more details/pixels.
I've tested and it runs the way it should I don't know what you were expecting, there's no magic. Baker sample the pixel color over each vertex. If you don't have enough geo, or if the pixel on the vertex isn't a representative color, it won't look great.