Notice that Occlusion gets really dark in those internal areas and really bright on the exposed areas. It reveals where there will be more loss of light in the mesh. It's blended as Multiply. Curvatures has nothing to do with light/rays, it reveals every change on the flatness of the mesh. And many times where AmbOcc gives…
Most of those terms don't apply to octane. It only has 3 base types of material. Diffuse - completely Matt, Glossy - shiny, used for anything that is glossy, from slightly, to chrome. Speculate - clear go for glass etc. This material you are showing here could be done a couple ways in Octane. Simplest would be using…
I think the biggest issue I have looking at it is "Look at how brown and green everything is." You have a green treeline that almost blends directly with the rooftop. Not just in color but also height. I feel that either season of tree leaves could change or the rooftop color. As for the dojo coloring, all the wood is the…
I'm not sure if it would be drawn twice or if that even matters, I mean wouldn't you just end up with a more expensive shader? It's not like it duplicates the polygons and offsets one then converts your shader into standard alpha blend and so renders the poly twice. Anway time for me to shut up and someone who actually…
Interesting result. I thing you should take a look at Blizzard GDC12 video, normaly it's freely aviable on the gdc site, their approach on D3 look similar, you could get some ideas. For optimization purpose, you could divide your scene in asset with unique textures that you could reuse, and have a special UV on each asset…
To me the most important parts of animation is 1. Making NPCs not look like cardboard cutouts. 2. Grounding the characters by having them move through levels in realistic ways. 3. Blending between animations/interactions seamlessly. The tech behind animation might actually be more important to me than the animations…
I've decided to say "screw you alpha blending" - our engine here at work does alpha testing anyways so why bother with other techniques. replace your blend code with alpha test code - seems to work in preliminary tests across all situations and isnt influenced by mayas viewport Shading>Object Transparency Sorting or…
Dilation should be infinite or at least a few pixels wide. When the texture is viewed on the mesh from further, it will get lower resolution (mip map) and it will bleed around the seams if you don't have wide padding. But this error that you have looks more like the uvs are too close to each other, and they bleed onto each…
Finally found time to sit and work. Spend most of it refining the blend on the ripping/tearing shingles. Spend a little bit on creating the surface detail, I ended up blending the detail into the tiled pieces rather then the original tile so I had more unique control of the look. I also took a quick roughness pass to start…
things to fix: - smoothing groups (looks like rough model, without any finetuning like smoothing groups) - gray shading in the texture (dark != black + blend mode multiply, instead blend something with the same color somewhat more dark and more color contrast) - way to big texture and screenshots,- if you aim for the…