I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
youi're missing white so it's 8 by that logic however.. if you use vertex color in most engines (eg. unreal) it's a fixed cost - you don't save anything by using only 2 channels because the data is stored as a vec4. At worst you have 8-bit precision - giving you a potential total of 1024 unique 1 bit masks. I've shipped a…
poopipe Do you mean "while loop" node in pixel processor ? it is in 2023 Steam version already. I did a few slope blurs with unrestricted number of steps with it . Or they did a few other kinds of loops in this year version?
Painter could show the displacement too . it's in shader settings. By default any height texture is rendered with kind of mild influence to pixel normals . Sometimes hardly visible. No connection to real height amplitude it supposed to be. I use" height to normal" filter put into normal slot of a layer with same input…
Yeah, it's totally possible to scale the source outside. in Photoshop for example. But it's inconvenient. Big part is ability to scale up to certain pixel per detail ratio with real time feedback. Ability to quickly reconsider etc. Pixel per detail ratio is so basic thing. Like 2Dtransform node in SD. Something in the…
Hi there Xoliul, definitely not an Outrun 2 clone. The original idea was actually for a touge style mountain racer, like Initial D, but it's just evolved into the arcade style racer it is. I'm far more inspired by Ridge Racer than Outrun to be honest, it's my favourite driving game series. I just happen to like…
Ah. It sounds like you've hit the resolution limit of your splat map. You're painting individual pixels of it. You need to increase the resolution of your terrain, if you want really small circles. That's "Control Texture Resolution" in the terrain settings. But ultimately this is not what you want, if you're making a…
I just run some tests with Mental Ray and basically it can do what you want. However it also introduces some more quirks and bugs that you'll have to work around. First you'll need an alpha texture with decent resolution. It can't have any anti aliasing, just 100% white or black pixels. Also the filtering for that texture…
So, batching is good, but there if a bit of overhead involved with each dynamic batch. What that means is that there's a trade off point where you'll see benefits from dynamic batching but only after a certain number of them. There are no hard and fast rules here, you're just going to have to test this and find out where…
Right, haven't spent a whole lot of time at home these past few days, so not much of a chance to work on this. I did a bit of optimising, taking the mesh down to 300 tris, and then spent a crapload of time putzing with the unwrap. I'm not at all used to dealing with pixel-perfect unwrapping for handheld/ds spec stuff (no…