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by JeffR
Tue Jul 25, 2017 7:33 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 154
Views: 16775
Should have the core work in and polished by the end of the year, so we can see what's left to do then.
by JeffR
Mon Jul 24, 2017 3:46 pm
Forum: Content
Topic: Are low poly collision meshes necessary?
Replies: 1
Views: 42
The lowpoly/convex collision meshes will always be cheaper to process, and it's not too hard to understand why when you look at how collisions are actually processed. When you test a collision mesh, the Convex object is created, which containts the vertex/tri info of that convex collision mesh, and ...
by JeffR
Sun Jul 23, 2017 9:09 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 154
Views: 16775
@damik Yep, pretty much. More specifically, it's translucent materials working with reflection probes. Slightly more generally, this means forward rendered materials working with reflection probes. Ideally, we make the forward materials utilize the exact same math that our PBR deferred materials do,...
by JeffR
Sun Jul 23, 2017 8:36 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 154
Views: 16775
Gotta shore the math up because it's not correct, and finish blending between probes, but here's a preview of what I'd been doing this last week: http://ghc-games.com/public/ReflectivityWIP.png Hoping to have the remainder core math stuffs locked down tomrrow and a proper update will follow. Now, wh...
by JeffR
Wed Jul 19, 2017 3:59 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 87
Views: 1104
Just putting it out there, texture creation shouldn't be easy, this is a complicated process that requires skill and time. Just because one can slap in any ol' texture and make it look good shouldn't even factor into the equation imho. Personally i think the lukas method would be fantastic if the t...
by JeffR
Wed Jul 19, 2017 9:05 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 87
Views: 1104
Alright, gunna try and go through this, and do it in 2 parts. We'll start with the stock devhead. So, as we've discussed, the correct way to currently texture terrains is to have a color diffuse texture which paints to the BaseTexture of the terrain, and supplies color to the detail texture, which n...
by JeffR
Tue Jul 18, 2017 7:44 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 87
Views: 1104
Ended out getting a late start due to a back-log of errands I had to run, but I started on a breakdown/example post on what the general issue people are running into is, what Lukas's work is intended to improve on, and try and get everyone on the same page, since it seems like the wither-tos and why...
by JeffR
Sat Jul 15, 2017 12:56 am
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 584
Alright, so as I mentioned, was gunna see about drafting up a new set of textures that are in a modern resolution so we can all work from the same base and try and figure out the best approach to the workflow. Weither that means we use this new method, the old method, or some compromise version. The...
by JeffR
Sat Jul 15, 2017 12:51 am
Forum: Rendering
Topic: Terrain cells disappearing
Replies: 4
Views: 107
I actually managed to spot this happening for a brief moment last night when trying out the terrain textures stuff, but it seemed to be EXTREMELY particular, I couldn't really figure a pattern to it. Implication is culling is going pearshaped, and it seems fairly rare. So yeah, if you spot it happen...
by JeffR
Thu Jul 13, 2017 6:56 pm
Forum: Assets
Topic: Pacific assets remastered
Replies: 3
Views: 133
Very cool. I'm looking forward to this :D
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Search found 676 matches Page 1 of 68