Yeah the 1 dead/stuck pixel policy is awesome, some companies you NEED 17!!! dead/stuck pixels to get a replacement. "Contacted Asus support and they told me unless there are 8 or more dead pixels they will do nothing." Also monitors are expensive to ship, about $17.
Pior, dont you mean when you do full transparency by dithering screen-space pixels?, meaning it can do extremely cheap but nice looking transparency by dithering transparency in 1 bits instead of doing full pixel to pixel calculations, that would require correct sorting.
As I understand it with alpha clip the transparent pixel are the problem because every transparent pixel on top takes extra rendering time. While with alpha blend its simply all pixels are considered transparent and add up. Yea, it should trim existing cards. That approach sounds interesting, not so sure if a grid pattern…
That's very interesting. Another approach, if you're certain that every pixel in the textures except the cracks match, is to write a simple GIMP Python-Fu script to compare each pixel in two layers and make a third layer with the pixels that don't match (based on one of the layers, like the topmost one for example).
Well its not so much that one passage in particular got me confused... I dont think its written very well for NEWBS, but ... its a complicated prog.. I expect some learning curve. My problem lies in the fact that Im not getting the results I expect when I try things. So thats why my rather general "Help with UVs" thread…
@WarrenMarshall - I meant in context, not between hardware revisions. Why render an image of four times the pixel resolution when you could render an image of four times the geometry resolution instead? (It's a crude example, but surely you get the point?) They don't just look basically the same - at that sort of pixel…
I mean you can measure the image size in centimeters for example. When I view a 1k image in ps and I switch the unit to centimeters, it says the 1k^2 (pixels)image is 36,12 centimeters^2. When I have a one centimeter^2 image and I switch the units to pixels, it says its 28x28 pixels.
You can set your edge padding when you pack your unwrap. It's the amount of pixels between each UV shell. This is to prevent edge bleed between UV islands for both baking and mip-mapping.(1 pixel=1 mip level up to 16 pixels=5 mip levels)
Hi! [TLDR: Tree's shadows break when masking out polygons that are perpendicular to the camera by multiplying the opacity mask with the Dot product of Camera Vector and Normals that have been calculated using DDX and DDY (as the tree has edited vertex normals). Shadows work when using Pixel or Vertex normals instead of the…
If you want to be that precise, don't snap your UV to the grid but snap it to pixel instead (default snap setting set to grid snap). But as like what Eric said, create a temp texture with intended size, load that to the UV editor then only you can use the pixel snap (without texture loaded and displayed, you cant use the…