There's no game in that trailer, ergo, it is not 100% ingame footage. It's the same as saying Epic's Samaritan is 100% ingame footage - it isn't. It's in-engine.
"My guess the words "physically based" makes people a bit blind and not seeing how wrong the things are. Not believing their own eyes . It's a wrong name for game shaders imo." Well, while I would 100% agree that many *do* take words for granted, nothing about the term "physically based" makes any claim about the result…
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…
overlay (< 127 darken, > 127 brighten) would be // add AlphaBlendEnable = TRUE; DestBlend = SrcColor; SrcBlend = DestColor; which is the same as SrcColor * DestColor *2
Having a problem combining 2 shaders. I have a vertex shader that I need to combine with water basic (part of Standard Assets). Can anyone help? This is the vertex shader by itself // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "sidefx/vertex_fluid_shader" { Properties { _Color ("Color", Color)…
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Originally I wanted it to throw a deep shadow so his eyes glare evil inside the dark. Saving me the triangles from the back of his head aswell. However, the hood is for the "back" slot of sven. I decided that I want the head and the hood to be usable in conjunction with other sets indivduably. A shadow inside the diffuse…
i have experience in several different CAD programs, and although they sometimes differ between each of them a little, the difference between cg programs and CAD is huge basicly every position in your workpiece has a mathematical definition and you could calculate it. even if your resolution doesnt display a 100% round…