Since my old >10y website got shutdown last year, I was thinking about creating a new better one. I have found the time to do that this week on @github pages. Quite empty but here it is: https://t.co/RtckAIiaEE :)
@DavidFoster@kiwaiii Looks like we are trying to render "quads from tris" for categorized tiled lighting: somehow it is wrongly detected as supported by your hardware but in fact it is looks like it isn't.
Try updating your driver see if it fixes it? Otherwise you can get in touch via DM.
@danielelliott3d@GhislainGir@ianfi03 As Daniel says we did not push for it since it was not worth the trouble (need non scaled world space SDF, performance gain only in some case when clouds are distant) + other things needed more attention at the time.
@danielelliott3d@GhislainGir@ianfi03 Hi,
Yes not an official feature (undocumented). You need to say "matter inside the sphere or not" to skip tracing empty space. If not done correctly, artifact will be visible.
I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport:
https://t.co/iWrnITCOoe
We show how to use stochastic implicit surfaces to describe microfacet surfaces and participating media (and a bunch of new things in between).
I don't need to tell you because you're all subscribed to the youtube channel for sure... but just in case - REAC 2024 videos are up! https://t.co/9RbvQTNGZL
@ShiniesShadows @beamMyUp @Yoriculaire @kiwaiii Excellent! C’est fun et avec des discutions intéressantes! Bravo à vous et merci de partager la connaissance comme ça!
PS: je trouve ça dommage que les vidéos soient limitées à 14 jours pour tout ceux qui voudraient apprendre plus tard. Vous devriez upload quelques part.
@danielelliott3d@SebAaltonen@WillFaucherVFX@mattOztalay Hi, What Daniel said.
The goal is to move exclusively to Substrate (when production ready). Right now it is experimental so you can test it and report about your experience in the dedicated thread on the forum (https://t.co/9VLzZwzs8U).
Doc https://t.co/QvzI0jWMXs
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor.
Go check them out if it's your sort of thing!
#UE5#UnrealEngine
https://t.co/CRCKbSBLkW
https://t.co/NdgMcQiKPN
update on my Slime game💚
You sent your trusty minion into the nearby human city to gather intel. But it's summer.. keeping that slime hydrated is a serious commitment
#gamedev#techart#vfx#realtimevfx#UE5
Unreal Engine 5.3 is now available, with enhancements to core rendering, developer iteration and virtual production toolsets!
Also included, experimental new rendering, Skeletal Editor, Chaos Cloth and SMPTE ST 2110 support 🔧
Read about it, here!: https://t.co/TIhvsEkSG2
"In UE5.3 Substrate (experimental feature) slab BSDF An input called Glint has been added, which is useful for expressing glitter such as car flakes and snow!"
I love the History of 3D & @siggraph had lots of historical bits to show this year (50year anniversary).
The evolutions of 3D & games during the 90’s is close to my heart: @ID_AA_Carmack, @romero, @TimSweeneyEpic, Ken Silverman, etc.
Excited to read more of that with Doom Guy:
The Unreal Engine Substrate presentation deck from SIGGRAPH will be published on the course page (https://t.co/6Um4aOg18T), but after we take the time to write the slides notes for it. Please be patient, it will be out “When it’s done”