It doesn't get done often because its a monumental pain in the ass that requires some pretty intense cooperation between code and art/animation. Even the solutions that get worked out are normally small simulations like the coat tails in LA Noir and Allen Wake, nothing that would get beaten and battered by a long chain of…
[ QUOTE ] Yeah but: A. It's pretty, but uses mroe resources then needed for teh fancy effects. B. I dunno about your video cards, but when mine is in a 3d aplication the fan on my card turns on and is quite loud. This would mean a constant noise increase, and a lower lifespan for the card i'm assuming. C. It's still nto…
thx all! :) I thought about that but unfortunately I am not a coder. Would be very cool! The main effect happens nearly randomly and there is also one that changes slowly over time. @ Ged All the red is there because then it merges with the UT3 UI. But i agree the presentation needs more love. I think i will make some nice…
mdimeo, a few comments on here, while hopefully avoiding any spam. I am new on here but I assume it is frowned upon. There are stl editors that do a pretty darn good job of "booleaning" incredibly detailed meshes together, but they are tremendously expensive. For your workflow it would be better to use a service bureau…
Thank you for your insights poopie! I'll definitely check out Igor's particle system nodes. I have a long learning curve ahead of me. I gave it a try with Pixel Processor as well as Fx-Map. With pixel processor, because I use sample gray node, it wouldnt let me alter tiling mode. With FX-map it was pretty straight forward…
Thank you! You've got a great point there. I'll keep on studying. I've tried working with b/w,then coloring,technique, but it didn't work for me, because I always messed the colors in the end. For me colors are very important. You can call me control freak when it comes to colors. So trying to come to the color I need…
Have to disagree here. Between Rendering Maya 2016 multithreaded ( and it appears more for the future ) light baking upcoming Direct X 12 leveraging all those cores. I would say that the multi threaded revolution is well under way. If not for the average consumer... Certainly for the Polycount set? Moore's law has hit a…
Hello everyone, Nice to see everyone's work coming along. At the moment I am faced with a problem. I am trying to create foliage but when I mask out things like grass, I get hard jagged edges in game and it ruins the mood. I was wondering if anyone knows why this might be? I have tried the alpha mask in both opacity and…
simply put.... no. if anything PC games are coming back, which means even more high poly. But when it comes down to it. consoles arent going anywhere. the core gamers will always want a good controller in their hands, looking at a big screen (and yes, PC can go into this category). consoles are also way more social than…
Thanks poopipe . So it should be some per face index like those 1001,1002 stored with the geo or it's still some code to execute during loading or run time that assign per face mat ID based on UV values? I mean if it's in the geo already so why the code? I never heard about storing it in FBX for example.