Pretty satisfied with my single bone Eye Deformation via @artstationhq
who needs bones when you got some sweet sweet shader tech. See the math with silly drawings over here
https://t.co/eTPCFtI0UM
#characterart#techarttips#UnrealEngine#3dart
@MyFitnessPal ya know I would never pay for a subscription for your app when it just completely fucks up recipes by duplicating every ingredient. Then doing a search leads to posts form as early as 2020 talking about the issue. 6 years? Still haven't fixed it. Never paying.
@henningsanden Also note that triangles have no effect on deformation what so ever. Deformation occurs on the vertex along the edge connecting the vertices.
So given the quad formed by points ab, bc, cd, da the quad can be folded along the edge formed by points be.
@henningsanden All rendering of polygons is done with triangles. All. Rendering. Of. Polygons. Is. Triangles. If you can see the 3d model it's triangles.
@henningsanden The weirdness here is that if also make hard edge seams and use mikk-t you'll get a new error or if the bake triangulation and engine triangulation are different but both use mikk-t you'll get normal map seems at the uv shell edge.
@henningsanden The difficulty here is that mikk-t tangent space changes this. When using mikk-t you in fact don't want to do that anymore. And when using marmoset or painter to bake you'll actually unless you actively say not to recompute tangents at bake.
@henningsanden A vertex has 1 normal, it can only point in 1 direction. A model that is shaded so that you can see each face actually has more vertices even though your modeling software does not tell you this.
@henningsanden The color breakdown also explains why normal maps are mosty blue
Only in the case of tangent space normal maps. A normal map could be object or world space
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition.
This will align Unreal with Y-Up, right handed standards of USD and glTF.
Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards weβll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions.
The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not).
Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors.
The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
Hmmm, wasn't there a giant class action lawsuit a few years back over a game and it's trailer... Aliens... Aliens... Aliens colonial marines... Settled for 1.2million...
ARK: Survival Evolved's new DLC, ARK: Aquatica, gets ripped to shreds by the gaming community for its AI-generated trailer.
Somehow, it's even worse than Catly: https://t.co/FPkUS1jdcy
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@FlippedNormals@henningsanden I wouldn't call marmoset presentation Game ready... If this was built for unreal's eye shader. I would say it's game ready.
To save time: set the material to cast shadows as masked. Then add a shadow pass switch node. Into the pin labeled default plug you regular opacity. Plug your opacity in to a dither temporal AA and plug that into the shadow pass plug.
Learn how to achieve realistic translucent shadows in Unreal Engine 5 with a trick from @PolySphere3D's new video, allowing you to control the shadow's intensity while adapting to dynamic lighting scenarios.
Watch here: https://t.co/7DiUdPCpEv
@andrewpprice One of the "easiest" is renderdoc. It'll let you capture 1 or more frames and the. Step through the entire render of the scene. You'll be able to see the meshes submitted, all the textures, the assembly code for the shader.