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…
We are in the process of developing an anime-style indie game in Unity, with emphasis on character presentation and stylistic visualization. The project is currently in active development. Core systems are in place. Iteration is occurring. It is currently composed of a programmer, an animator, and a 2D artist.…
Just a heads up DO NOT ENTER THE CODE UNLESS YOU ARE 100% BUYING THAT PRODUCT AT THAT TIME. I messed up and check the code worked then I switched the product I wanted to buy and now it says I have used the code without purchasing anything :( Edit: Also how do I upgrade my licence from Academic to something else or does…
I have a Titan X, the latest windows update (1809), the latest drivers (430.39), and added -dx12 to the end of the 4.22 shortcut path after the quotation marks in the windows properties menu. I also set the SkinCache and raytracing variables to 1 in the Console Variables "ini" file. Still no dice. I also tried the Justice…
Hello Polycount! Over the last year (plus a few months), I've been working away at an iOS game alongside a great team, and it's finally come out. It's been quite a journey - we tried to raise funds via Indiegogo (this is before Kickstarter came to Canada), and had little luck. Despite the failed fundraising campaign, we…
Hi ! I'm trying to make a script that displays the drawcalls count of a selection. It only works on editable poly for now. I'm looping through the mesh to get all mat id. global winWidth = (gw.getWinSizeX() / 2 - 20) global drawcalls = "Drawcalls: " fn GW_displayDrawCalls evt nodes= ( fn getDrawCalls dc_selObj = (…
Basically I want to achieve the following - the only difference being that I want it to work { VertexShader = compile vs_3_0 VS(g_LightPos); CullMode = ccw; ZEnable = true; ZWriteEnable = true; AlphaBlendEnable = true; if(g_enableAdditive) { SrcBlend = One; DestBlend = One; } else { SrcBlend = SrcAlpha; DestBlend =…
My first Unreal Script Editor Description: Unreal X-Editor is my new editor for creating/editing Unreal Script files. Unreal X-Editor is packed with rich features that makes Unreal Scripting easier for both beginners and experts. Listed are the features of Unreal X-Editor. Features:* Class Tree Viewer * Autocomplete *…
My prototype of better Expert Mode for 3ds Max - FullScreenModeScript. It has still some bugs when you are using user defined toolbars it doesn't hide them like main toolbar because I don't know how to handle toolbars and operate with them - tried windows.getMAXHWND but didn't find solution. Code: -- FullscreenModeScript…
Previous & Table of Contents This setup tints the specularity looking straight on and leaves it achromatic at the edges, which is accurate. How about a rough plastic now? At a first glance, this might look OK to some of you, but it's actually got too much specularity around the edges. If you observe some real-world rough…