It doesn't blur the foreground anymore, just gives it sort of a surreal effect, like a pocket of clarity is just out of reach. It didn't seem to affect fps anymore than normal dof 1 way or the other when I turned it on, but then again I was in a relatively low demand set. I tried to see if I could cheat the edge effect by…
The whole forum is about game development, we don't need a section :) The problem with these sort of questions is that the answer depends on what you're making and what your engine and toolchain can cope with. and on top of that - the answer will often be "all of the above" Your best bet on the terrain / road stuff is to…
EDIT 06/24/16: After two weeks, it became increasingly clear to me that moving toward a rich district was not the right thing to do. So I've scrapped the idea of an Indian/Scandinavian style - not to say it will never get done, but it definitely won't be part of this pack. However, I've been hard at work polishing…
Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
In my sketches, I'm trying to do some quick projects, but I like to see them through to the end. I hate not finishing my projects, so I like to do small things sometimes that don't require dozens of steps to complete. Sometimes I just want to make a pretty render with good lighting, experimenting. I like those things.…
Hi, I'm looking for a way to utilize multiple uvs sets in max, one set for a tiling color map texture (think a 512x512 carpet tiled), and one set to utilize an ambient occlusion map and blending between these two using a real time material. I can do this in soft imagine using open gl and two open gl texture nodes but I'm…
Happy May! Once again, very cool concepts :star: I wanted to try out the eye, specifically have it track the player/ camera. First, blocked it out in Unity using primitives and worked on the functionality. Put the eye into a squashed container so it gets flattened and used a look at constraint with the camera set as the…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
This depends on your engine/renderer and style. Typically coloring your light source sitting that sits in the lamp would be the way to go. If you find that you can't get the look you want, adjust the settings on your glass surface. You can also use a glow map to control the effect, but not actually emit light. Say an old…
I'm looking for help figuring out "Bake To Texture" (BTT) in Arnold for Maya. From the look of things it ignores the global render settings you set and so the result is very different. The only control you have in BTT is "camera AA". Taht means it ignores ray bounce settings and diffuse/specular/transmission samples for…