UE4 Generic Material For Procedural & Modular Workflows Current Version: 1.5.1 Generic shader for usage on mostly procedural & modular workflows. Designed to demonstrate popular general processes and stages. Almost every single varible has a bool so it only calculates what is used. It has generic processes like intensity,…
Question: I dont understand about the borders Bleeding. Here is my Shader so far.. and it sorta works. :/ Textures: _MainTex _Mask _Mask2 If you look at the _MASK and _MASK2 textures.. you will see the last poxel row and column as transparent. Problem: If I fill the Transparent last pixel row and column with the same…
When I say geometry will always render faster, I'm not talking about realtime engines. Games are a lot different than rendering, in realtime engines they have different methods that are technically less accurate but are much faster. For example a realtime engine might only go 1-2 planes back before reporting back the color…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
Hi, http://blenderartists.org/forum/archive/index.php/t-314216.html I`ve read that thread and I wanted to do my own php script for wrapping texture with using UV coordinate pass map. So, I did php script which takes color of current pixel from pixel calculated as red value multiplied by pixel X position and green value…
Textures on a 3d model are interpolated, which means it smooths between two pixels. The actual 'pixel' is a infinitely small point. When you have two pixels next to each other that are radically different, it will gradate between them. When those pixels are different normal directions because they are from different…
Looks like your UV islands are pretty loosely packed . Modern UV packers could do much better usually . It could give you more pixels per certain detail. Then you can bend /deform other islands slightly for tighter pack , just slightly. Then you could upscale the island having this sign a bit. It may sound like blasphemy…
that depends on the engine... i presume if the tesselation is down to near per pixel then yes there would be no need for normal mapping, but im guessing at any less than that it would have to be accompanied by it, the res has to be high enough, say your working at 8 pixels per triangle screen space (thats what that demo in…
There's been a lot of posts are trim sheets lately, has there been a popular GDC talk involving them or something? Last I saw was some work from Sunset Overdrive. I don't know much about Trim Sheets construction but from glances are previous posts I can gather that they are horizontally or vertically tiling textures placed…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…