Started already and no thread? ah I guess most europeans here are British and those don't really like this year championship :D at least see it on the good side, you don't get your ass kicked this year by Portugal :poly123: For those not following so far these are the matches already played: Saturday: Portugal 2 - 0 Turkey…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…
It doesn't seems like magic and should run on really low level hardware. Basically it seems to be based on the two blending modes: blend: a*t + (1-a)*f add: t + f where t=texture, f=on screen fragment/backbuffer, a = alpha of texture If you take a premultiplied alpha texture with t'=t*a and use the standard blend mode,…
Yo, looking good so far buddy. These may seem a little nit picky but here's a few things I picked up on. 0:21 - Most of the roar is pretty cool, but the Wyverns wings aren't really doing much, I think it'd look cool if the wings started out folded when the roar starts and gradually spread out as though it was trying to…
It looks like there might be a bug with the setKeyframe() method. When I run the following code line-by-line from the interactive console: new_grp = mset.groupObjects([mset.findObject('Main Camera')])
new_grp.setKeyframe('linear')
mset.getTimeline().setTime(2)
new_grp.position = [0,10,0]
new_grp.setKeyframe('linear') I get…
"But again at my first attempt at baking this part, the blue half (symmetry with UVs outside the 0-1 range) got a proper bake for some reason ?! I mean... you begin to make me doubt now, but I'm 99% sure that at my first baking attempy, with the blue half outside the 0-1 range, Marmoset managed to bake something on each…
fn sortByMaterial =(--Sorts through the (now sorted) master material array and matches objects from the MSO array to the value -- If a match is found then the object is placed into a new temporary array -- The object is removed from the MSO array so that duplicates are not placed into the new temp array -- The MSO array is…
Since you have the roughness and such packed, you should set compression to TC_Masks instead of TC_Greyscale. As far as matching the 3do render, it looks like you might have a lot detail on a specularity texture in 3do that's not showing up in Unreal. If you want to have some variance in the specular color in Unreal, you…