- yes you can cull on multiple levels now: per-drawcall using draw indirect (older hw supports this), per-triangle cluster (within task shader), per-triangle (in the mesh shader, if feasible). This feature is completely orthogonal to raytracing, you feed all data yourself. So you come up with your own culling etc.…
I've recently done a high res head texture using the SSS shader (render posted here, I'll post a few more angles soon probably), and I used mental ray's misss_fast_skin in Maya. There's a really great free tutorial by Alex Alvarez on Gnomon website about simple fast SSS shader, and for the skin shader, the principle is the…
@pior Thanks for the Kerbal link, very insightful :) I'll clarify it a little bit- the random noise is a big part of the designs, it's an art style that I don't intend to change for these particular models. As soon as they're done I'll move on to more efficient modeling paradigms, but in the mean time I'm stuck with…
Hi musashidan, Our navigation settings are designed to be ergonomic and pain-free. They primarily rely on mouse buttons with common interactions and no hotkey is required for the most part. SHIFT, CTRL and ALT are reserved hotkeys for selections (which are at the core of our skinning workflow) and so we use V by default…
@FourtyNights If you want to optimize for tricount alone then you could do without many of the supporting edges I put in there, and some parts that are connected could even be floating. I like to use the extra edges because it makes the normal map have to do less work to correct the mesh normals, meaning less gradients.…
@Ashervisalis My first post on Q2pmp (polycount's forerunner) was met with the founder of this site calling my work utter dogshit. Later on, I was also treated to a critique by Paul steed (or id fame) calling my work garbage. May he rest in peace. So, I frankly find the current crop of "don't even nudge my feelings in the…
Table of Contents High Quality Normal Mapping in Cycles Blend File Cycles and other path tracers are particularly susceptible to what I call the mirage problem when you apply normal maps or bump maps to the mesh. This occurs when you put a normal map on a mesh that bends the reflection vector too far away from the…
Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: https://youtu.be/-Fy7g3g6uCI For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon:…
Hi guys :) Pior asked for object space normal map so here's a new version http://mentalwarp.com/~brice/download/GenericBRDF_2_BETA2.cgfx I might create a separate technique for this in the end since I could skip a lot of vertex code. People are less likely to want to switch from OS to TS on the fly with a checkbox. The…
You can work in a very similiar way in Maya. Wether or not you need to use true hierarchical subdivision surfaces or just smoothed polygons, is really up to you and the needs of the project. For instance If part of the animation is an extreme close up of an eye, you might need to think about true SubD's. Personally I find…