Hi, i was working on a project using fairly large prerendered partial cubemaps as background (like in ukarena of time) its an xnaXNA 4 application, and you can look at it, if youre interested (image for those who fear using downloaded exes) the problem im having is i dont really know how to hide the character behind the…
Rendering Baked GI in Unity 5 happens in two phases. The Precompute and the Bake. The Precompute phase happens with both Realtime GI and Baked GI, but the Bake phase only happens with Baked GI. The only way to see the complete render time is to open the Unity Editor log file and look for both the Bake time and the…
Sure, where can I send it to? Maybe you can PM your email address? I doubt that the workflow itself is used by anyone but me, though if there is a general issue regarding custom normals and baking, it might be a problem for different workflows as well. If it is not baking correctly from itself it will not give an accurate…
I've started on this contest and
decided its due time to start giving updates. I had to spend a decent amount of time
becoming familiar with the project and Enlighten's workflow. It has
been illuminating and I have definitely learned much more about its
realtime GI capabilities. A couple links that have been of use are:…
Hey there everyone, I have a question regarding some realtime visualisation ;) first of all I would like to explain to you what I am aiming for and which Program I m using. I got the half of a sphere, in it is a jelly or slime like liquid. The sphere is animated and should contract a bit so that the slime will be squeezed…
Nice job! What is the intended use of the model? Is it built for real-time use, as in a game? Or is it built with film effects in mind? If for realtime, I would recommend not using a Boolean for the front lower bolt hole, since that creates long thin triangles. It would be better to use a texture for a detail like this.
I don't understand ... If you're willing/able to shift to offline rendering for this, why do memory requirements factor into your choice at all? You either have to consider it, or you don't. Or do you simply mean that it's quicker to render a frame than it is to bake lighting for a scene? Well yes, yes it is. But that's…
As the polycount gets higher there is less need for painted detail in the textures and more need for "detail" detail which I think procedural textures exel in, thus SupRore is right: Up until now (or the near future) procedural textures always had a too computerized look because they didn't have enough "painted" detail.…
What you're asking for is a specular map. First make one good Alpha map for masking the hair. Then figure out your materials as solid colors and mask them off with the same alpha. Here's a few tips for you: Straighten your UV shells so they're mostly going along one axis. The way you have them at a 45° angle creates choppy…
Stunning work Malcolm. Max Payne eat your heart out! It also seems pretty clear that youre using a GI solution for your lighting set to a low-ish sampling rate? Is this enviro supposed to represent a realtime scene, or pre-rendered? The low polycount and texture resolution indicates realtime but the lighting solution,…