The growing complexity of software is not the worst thing. In fact it is completely natural, just as the growing entropy of a system. The worst thing is the people believing it is absolutely necessary and not only refusing to fight it, but actually defending it.
@DMeville If your mapping is purely based on world position you should not be using tangents at all. You can do simple channel swizzles depending on the mapping direction. In the case of top/bottom, in theory, you don’t need to do anything. Tangents are useful when using mesh UVs
@simonschreibt@Oopamike@TrentTech@Niels_Dewitte@Jukerlaw @SirWyeth @PartikelVFX Pretty close! Cool technique, would be much harder to achieve something similar with real geometry. It is nice that you can do a different math for the shadow pass in Unreal, and avoid distorting shadows as you move the camera.
Join us in welcoming AQUIRIS to Epic. @AquirisGS will become Epic Games Brasil and the team will create groundbreaking content and social experiences within Fortnite. Bem-vindo!
https://t.co/tytLjHr6QQ
@bgolus@RyanDowlingSoka Instead of using local positions, you can transform a texcoord from tangent space to world space, to give you the billboard pivots. This way, doesn’t matter how the meshes were combined. And it doesn’t rely on any Unreal’s instanced meshes under the hood quirks.
🇧🇷 Aqui, na Aquiris, gostamos de criar coisas divertidas! Feliz #DiaDasBruxas! 🐺 🌕 🎃
🇬🇧 Here at Aquiris, we like to create fun things! Happy #Halloween! 🐺 🌕 🎃
🇬🇧 We're thrilled to announce that #HorizonChase2 is coming! Congratulations and thank you so much for the 7 amazing years of this journey! 🤩
Horizon Chase 2 will be available on Apple Arcade on September 9th! Check out more details here: https://t.co/PopnaSFqrf
We are thrilled to announce that today begins a new chapter of our history. In the year we reached our 15th anniversary, Epic invested in our studio in a partnership that will help to shape the next 15 years. #Aquiris#EpicGames
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