@XorDev or 'r1', and after a while, it’s easy to forget what they even mean. Blueprints are different. However, they lead to defensive programming (which will eventually come back to haunt you).
@XorDev Blueprints are incredibly fast, especially when you need to prototype a feature quickly; once it's done, you don't need to maintain it. You can write them at breakneck speed without worrying about naming—in C++, at the very least, you have to come up with names like 'a', 'r0',
[🧊 Refracted volumetric light and shadows.]
Pseudo-volumetric -> real volumetric translucency.
> Works with any mesh, simply apply the material.
🥳 Coming to PRISM v2 (free update).
I've pushed the experimental v2 glass shader as an update on the store. Should be live, soon.
Unreal Engine 5.7 Nanite Voxel Rubble tests 01 :D
This is at 4k on a 9060xt 8GB GPU, 3k CPU sim comps
GPU will take this on up to 100k sim but... wanted to see what we could do at cpu. indiegamedev rendering nanite experiments!
Greedy_Evening shared a GPU-driven quadtree terrain mesh with dynamic LOD, culling, and stitching handled directly on the GPU 🌍
See more: https://t.co/Tod1OqPi3w
If you are still in doubt about the power of 3DGS for immersive you should check this world in @VRChat .
It is called Spatialography and is one of the best showcases of #GaussianSplatting in #VR available in my list of apps, tools and tech demos to experience Gaussian Splatting on Quest or #VisionPro.
📢 To get the list just subscribe to my newsletter (link at the top of my profile).
The list will be available for ONLY 5 more days, after that, it's GONE... why?
Because I am launching something BIGGER, much more in-depth, that is going to be much "harder" to get
Heatmap of raymatching steps for SDF shadows.
The limit is 64 steps.
It's a little mind-bending, because what you see is essentially a flattened shadow ray history on the surface.
I found this quite useful for debugging to help me understand where most of the performance budget goes to.
The more complex the geometry on the ray's cone's path - the more steps you need to take. Similarly - the closer the ray passes next to something without actually hitting it - the more expensive it gets.