I first heard of removing texture repetition with Cell bombing in one of the Unreal Engine tech talks.
Then saw it in action in the City Sample project.
In this video, I go over how to create it step-by-step in Unreal Engine materials.
https://t.co/e0HLxKIS8w
#gamedev#ue5
@saermer I love the no sub requirement but part of me wonders if putting more money into the game through some sort of optional sub would allow Anet to build to game to be bigger and grander.
Hi there! I actually wrote the lore for Sylas funnily enough !
The reason hes jacked as FUCK is cause LUX has been BREAST feeding him 3 TIMES a DAY for 15 years!
Hope this helps ! ๐
-Riot Krug
@drowwpoison When I think of Star Wars, KOTOR is the first thing that comes to mind. The movies are fun but the games impacted me a lot more as a kid growing up!
@wwarrior_1 Didn't really mind the new mechanic personally and I'm glad they tried something different from previous Civ titles. Also glad that they're taking community feedback and rolling it back if significant player base isn't enjoying the change.
When I worked on Crysis 2 (2009), we had Silhouette Parallax Occlusion Mapping (spom). It seems to be a hit with Crimson Desert's great implementation, so I wanted to bring that & a simple SSDM shader to UE4/UE5. I'm still working on it with a GFX engineer. Here's the SPOM *WIP
Setting up RVT texture blending in @UnrealEngine can get complicated fast. So we made it simple.
Dash includes an easy blending workflow that works across all supported libraries, including Megascans. A few clicks and you are ready to tweak and customize.
In this tutorial, I show how to use Unreal's PCG to render grass efficiently. This method uses a compute shader on the GPU to place grass instances and I show several ways to control the density and distance that the grass renders.
https://t.co/Goi9444yDu
@ThatNgonGuy Hey Jordan I've been out of the loop on hard surface workflows. Are there any particular instances where the bevel shader doesn't hold up well and requires you to fall back to more traditional sub-d methods? Or is it just a good all-around approach for models like these?
Most freelance VFX artists overpay the IRS by $5Kโ$10K a year.
Not because they're bad at their jobs. Because nobody taught them the four tax moves that separate good earners from financially stable artists.
Part 3 of the Financial Health series is live: https://t.co/Rjv0aMrYIU