sampson: You've got some pretty weird numbers plugged into the Lightmass settings of your dominant directional light. Try setting: Lightmass Settings Indirect Lighting Saturation to 1.0 Indirect Lighting Scale to 1.0 Light Source Angle to 0.2 Shadow Exponent to 2 ImSlightlyBored: The Light Map Resolution setting of a…
Hey all, We are currently looking to fill a couple of art positions at Keen. For the Junior Environment Artist role, individuals must have working rights in the EU. With
the
Royal
Revolt
franchise
and
Olympus
Rising,
we
have developed two very successful IP’s
with more than 25 million installs and a very loyal
and engaged…
I take all shots with 2:1 render resolution, 4x GI shadow resolution, 16x or 32x supersampling. Toolbag itself has artifacts with grazing angles that are not resolution dependent.
>Why exactly do we need the .GetDimensions function? It's just the d3d10-d3d11 way of getting the resolution of the top mip level. You can just pass these yourself which is probably what you're already doing? The reason you have to scale by the texture resolution is because in a derivative map of the height map the slopes…
With
the
Royal
Revolt
franchise
and
Olympus
Rising,
we
have developed two very successful IP’s
with more than 25 million installs and a very loyal
and engaged community of over 1 million active users per month.
Besides
maintaining these games, we are currently working on a new
and exciting project. To be able to support…
I'm tired of searching. I have two dynamesh objects. One I can change the resolution by using the slider and remeshing, the other I can not change the resolution of. What's the magic button I need to push to make sure I can move up and down resolutions in dynamesh similar to SDiv?! THnx.
You don't need to :) If you want more resolution given to a prop, the Unreal way is to increase the lightmap resolution: http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-04-resolution-static-meshes-bsp.php
Hey. Thanks for the reply. 1. Glad to see these changes being made. You think the new update might come out within the next few months? Lots of changes I'm looking forward too. 2. The scene I'm using is definitely made during the latest version. From what I can tell the tangent space appears blank every time I relaunch the…
yeah this looks good as long as the resolution of the tiled detailtexture used for blending is larger then the resolution of your working file. when the tiling is set too low, you start getting those pixelated artifacts from lacking resolution.
On resolution-dependency, I recently saw this neat breakdown of the water shaders for Zelda Wind Waker, specifically how the Wii remaster ran into this problem (at 2:18) https://youtu.be/8NL9Cc05CYk?t=125