bringing this up again as im currently looking for a shader solution to do this: blur each pixel individually (get the average color of x pixel around him)? is that possible? (i'm trying to apply a greyscale map to the texture to blur certain areas more than others) with the solution above i think it's only possible to…
wrong wrong wrong... alpha and overdraw is the most expensive things in all the realtime rendering pipelines ive worked with alpha means pixels need to be drawn multiple times, one for each alpha plane passed through in that pixels line of sight.... 100 alpha planes in a row and your doing 100 times the work for each…
Do you mean in pack UVs? That number is a distance from 0 to 1, so if you want to know how much it would mean in pixels then you multiply your image width by that number. So a spacing of 0.02 in a 512px map would be 10.24 pixels. If you want to go the other way, you need to divide your how much pixel padding you want by…
If I'm not mistaken, you're doing a 10x10 pattern - this means that you will have to split those 2048x2048 pixels between 100 tiles, that leaves each tile with not many pixels to work with. If you scale your pattern down to 6x6 or even 5x5, you will only have to deal with 36 or 25 tiles, which will grant each tile x2 to x4…
I didn't. Certain heroes like outworld destroyer, doom, and enigma all have animated textures already created for them and can be applied to any cosmetic for them by the red channel on mask1. So there's no alternate compression method or anything I could use? I don't understand why I can make a 256x256 image that's all…
Neat video thingie that might help fix some Dead Pixels! What it really does is just flash Red then Green then Blue really fast to not really fix dead pixels, but STUCK PIXELS. got rid of 2 of the 3 deadish ones i had. hope it helps some of you too! The video http://www.freewebs.com/killerkat04/storage.htm The forum i got…
ZBrush is a 2d painting program at its core, not a 3d environment. Rather than manage an entire 3d scene and all the baggage that comes with one, it instead tries to stick to basic vertex data as much as it can. This means there's no actual lights positioned around the model, and no material shaders as you would normally…
You want an input texture to remain constant size in terms of pixels regardless of the output size of your FX map? I don't believe there's a way to know the pixel size of an input but you can specify that as an int2 and simply scale the Input texture appropriately using the pixel size of the fxmap node You might be able to…
Isn't the cause here that the pixels in the transparent area are bleeding through? Which is in Photoshop plain white? Premultiplied alpha promises a fix for this. But not in all cases ... I cannot find the exact article at the moment. And this is for Unity. But this is related: I wrote me a tool back in the days that…
You should be checking every map that DDO works with to ensure that it's consistent with the style you need. Edge padding shouldn't be the issue - it's just another set of dark and light pixels to DDO, as far as it's concerned. I actually prefer to add padding myself with the xNormal Photoshop plugin, since I tend to…