Well, assuming that the 32incher at 4k is roughly 28 inches wide for 4096 pixels and knowing that the 12wx is 10 inches wide for 1080 pixels That means that the 12wx from 2009 has a resolution of 128 pixels per linear inch, and the 2018 32 incher has ... 146. Considering that the working distance is the exact same (length…
Hey, I would like to add - A slider for AO strength / contrast AO bakes in general are not exactly realistic, and having to edit it every time in photoshop is a stretch because its a bit too dark or too linear. (Also if you enable the ground plane AO, it also gets extremely dark, with often little white space left on the…
Sampler Info Node (Facing ratio) into linear ramp node (v coordinate), after deleting place2dTexture node. Ramp node into multiply/divide node. Reflection Mask into multiply divide node. Set to multiply. Plug multiply/divide node into reflection/reflectivity attribute of your shader. Set the ramp up however you'd like the…
frubes - Nope, disagree. Lowering samples till the lighting is right is quicker and more intutive than rendering out seperate passes to manipulate in Photoshop. The thing is to get it looking right in the first place and with the out of the box render the result is more natural. You mentioned multiplying ao as the law, you…
At first its great and stuff but when you figure out that the game is pertty much linear, then it starts to go downhill fast. Each class has like 3 valid skillpoint combos. And gear wise you cant make any decisions, its just like sword A is better than B, now shut up and use A or be handicapped. Oh, and to be good in PvP…
alrighty. I decided to break out the "insane graph editing stuff" after all since nothing else was working. I created a control mesh which was basically a flattened cylinder but with the normals preserved (so a flat plane with a round normal surface) I baked normals on to this control mesh from a flat plane, so in max the…
"Mechanical keyboards" as commonly referred to on reddit by so-called enthusiasts use very cheap plastic parts. The variety of available switches (clicky, tactile, linear ... and everything in-between) is definitely interesting, but these have pretty much nothing in common with the rock solid mechanical action of keyboards…
The error in the shader is because you changed the color space of the texture (the color space is indicated below the texture in the texture sample node properties). Simply recreate the texture node of the use the little arrow to reassign the texture and your material should be able to compile. The color settings in the…
I do this in Unity for my day job. Have you tried the Terrain tools in Unity? You can paint with a variety of brush shapes; circle is only the default. You're painting the transitions between textures, which are being tiled across the terrain. In our game, we use a custom terrain shader I made that uses the tiled textures…
Think of your UV's as a linear graph for now, where your X and Y values will put a dot (center) on it as you change the numbers. 0.5 (if both numbers are the same) is exactly in the middle of the UV. 0.0 is (if I'm not mistaken) left corner of the UV (origin point). 1.0 is the top right corner (which is near what you're…