Hi! You could unwrap UVs to strips (UV seams along hard edges). The benefit of this method would be that you don't get artifacts along the edges, since the UV strips are aligned with the pixel grid. If you map those strips to a trim sheet, you can use the same trim sheet for multiple frame variants, saving time and texture…
The short answer is yes, though in many ways it's much more roundabout to get a game working in Actionscript than Unity. You're basically starting from scratch and building up a game from there, though you don't have to go as low level as something like C++. Most of the really complicated things are taken care of for you…
this is mostly an artefact caused by limitations in the shader - neither POM or tessellation is particularly accurate - POM is particularly prone to wobbles a couple of things that might help I don't think the pbr base material uses the full height range by default (i think it compresses to 0.5) - increasing height scale…
Yes It's all to do with how binary numbers work in hardware Eg. To double a binary number you move bits to the left 00000001 = 1 00000010 = 2 00000100 = 4 This is significantly faster than actually working out what 2*2 is in long form because you can literally just flip some switches in memory. That's the speed bit…
First of all, zoom out. Texture resolution isn't infinite so if you're zooming into like 2 pixels worth of your UV space then there will of course be obvious seams. Second, the UV's on this object are a bit jacked up. Tiny little cuts all over, single face UV islands that have no texture space (literally some UV shells…
Thanks for your answer @poopipe !! I tried that allready, but the main problem with it was that the "normal rotate" makes use of a pixel processor, while the tile sampler utilizes an fx-map. Sadly as far is i know they don't work together (I might be wrong there though!). I ended up converting the normal into a height and…
Normal maps don't give you height information so can't be used to displace a surface they're applied to, they simply tell the renderer that pixels are facing in a different direction to the underlying mesh normals. I think this is what Mostwanted is alluding to in the last point. If you're not actually displacing the…
There is no way really . And in SD too. Moreover when you scale procedural patterns , noises, slope blur and such they could easily be looking not real anymore. The magic is always somewhere in between pixels really. So the only way is generate few outputs with different random seed and then stitch together. You could make…
I have only quad core (2.66 ghz) with 16 gb memory. So its slow... I have 4 Texture sets (3 materials and one for separate dynamic objects). If I want to modify one texture set, I have to change resolution to the others to 128 pixels. But at this point is really impossible to finish this. I think i will wait for new…
I think this is as designed? The center of your cursor needs to be over the edge for shift-select-ring to work. If you click next to the line, it won't work. You should see all of the rings light up (yellow) if you hold shift and move your mouse back and forth over the line before clicking. You get the "precision mouse…