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  • 05-06-2017, 04:27 AM
    You need to create at least 1 uv for the first channel. UE will use that to create the second channel used for lightmaps
    9 replies | 323 view(s)
  • 05-05-2017, 04:11 PM
    berna replied to a thread sine/cosine optimization? in Rendering
    Hi Ryan! I did exactly the same thing (well, at first I used only 1 texture and added an offset to obtain cosine, but in the end I also used 2...
    7 replies | 296 view(s)
  • 05-05-2017, 01:01 PM
    berna replied to a thread sine/cosine optimization? in Rendering
    Mars, I think you're right. At the moment I've tested a material with 48 sine and 48 cosine operating on different channels of WorldPosition and...
    7 replies | 296 view(s)
  • 05-05-2017, 12:22 PM
    berna replied to a thread sine/cosine optimization? in Rendering
    Hi Deathrey! Conclusive tests... not yet. I was building a testing material right a few minutes ago but the engine crashed :D Maybe you're right,...
    7 replies | 296 view(s)
  • 05-05-2017, 10:48 AM
    Hi all! I'm working again (after more than 1 year) on my ocean shader (yes... I know there is community ocean now... but I like to explore something...
    7 replies | 296 view(s)
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About berna

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About berna
Location:
Genoa, Italy
Occupation:
Lead Artist at FoofaStudios / UntoldGames

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