I’ve been working on a shader for a real-time rendering project, but I’m struggling with performance optimization. The shader looks great, but it causes a noticeable drop in FPS, especially on lower-end GPUs. I’m mainly using HLSL and working within Unreal Engine. Are there any best practices for reducing shader complexity…
Hey everyone, I have been tasked with writing and optimizing shaders and wanted to get some outside opinions and links to resources while trying to track stuff down on my own. So far I have started a slimmed down (carrying only what we want) standard specular shader. We were getting way too many shader variants with the…
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible- Can model low poly environments, and light them using baked lighting in UE4- Can…
Hey, I have a general shading problem with my mesh. I made the low poly in 3ds Max. Everything under 1 smoothing group because there is no hard edge (it's a body of a bow). I tried to fix the shading with weighted normal, unifying normal, add more support edges but nothing works. I got that feedback at Dinusty discord that…
I'm looking though the Metal Gear Solid assets to see how things were done back in the day and I can't figure out how the texture shading is done. The texture fades to black along the bottom of the ceiling rock where it meets the wall: But I can't see how this is achieved. It's not a different texture: it doesn't seem to…
Hi! Cool to see an update. I must say though, the shading on the terminal still looks off, like the normal map is not working with the mesh shading. I would doublecheck against the shading in your texturing app that all looks as intended in engine. If you want a second pair of eyes on it, feel free to share files (for…
Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this. The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the…
I have a brain model here. Anyone have an idea as to why I am getting those weird shading errors that are circled and are throughout the brain? They appear to be shading errors anyhow. Some background: the brain model is partially transparent. At lower levels of transparency it looks alright and at 100 percent opacity it…
http://vimeo.com/32357549 hey guys, was working on a tessellated ocean shader at work, figure I'd share the results. Sorry, only video so far, gonna fix it up a bit and maybe release it for PCer to check out. :)
Hey guys I'm still pretty new to UE4 and I've been trying to troubleshoot this issue I've been having but can't seem to figure out what is going on here. On certain parts of my mesh I seem to get incorrect shading happening? I've checked the UV's and lightmaps and from what I can tell everything seems to be okay. No…