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in Rendering -
Think it was pretty obvious I was specifically speaking from a performance optimization standpoint.
You may want to give it another...Last edited by Arkiras; 02-24-2021, 06:03 PM.
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So a totally pointless hypothetical will melt a 1080ti? Fair enough
Indeed. "Use more geometry near the camera" is very much a...
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Arkiras replied to stationary sunsky and lighting wraparoundin RenderingUnplug the normal.
Normal input probably shouldn't be a vector param unless you're going for a really stylized look. What's happening is...Last edited by Arkiras; 02-24-2021, 12:53 PM.
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in RenderingDIsplacement maps don't contain surface normal information which is what is used to light your mesh. You can use the NormalFromHeightmap node to generate...
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What are you even looking at? Every triangle in the scene generates quad overdraw where two triangles share the same 2x2 quad. This is blatantly obvious...Last edited by Arkiras; 02-24-2021, 02:09 PM.
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Arkiras replied to stationary sunsky and lighting wraparoundin Rendering -
No idea what you're doing if you're "crippling" a 1080ti with masked materials. Here's the stress test I did for my own project:
...
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This is perfectly achievable within UE4 but this would be a translucent material with a mask in it, not a "masked and translucent" material....
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Arkiras replied to stationary sunsky and lighting wraparoundin RenderingAre you using light propogation volumes?
Also what does the material look like?Last edited by Arkiras; 02-23-2021, 05:23 PM.
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I don't own RDR2 and can't comment on how they made their grass, but given that it's a game it almost certainly used grass cards, because that's what...
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Arkiras replied to stationary sunsky and lighting wraparoundin RenderingMore importantly what do your lightmap UVs look like....
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in RenderingFor whatever it's worth, if you actually WANT motion blur on, then you can try adjusting the target framerate in the post process settings in order to...
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I am assuming whatever shader they are using for the node preview is converting it to a vec3 and only filling the red channel, same as I described above....
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in Rendering -
in RenderingYou really should have run it for at least a couple of minutes, lightmass can initially drop utilization when skylight radiosity starts but it should...
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As I recall, this happens when you plug a float value into an input that takes a vec3/vec4. It converts it and since a float doesn't need all the channels,...
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It can only be one or the other, not both. "Decal blend mode" doesn't do anything unless your material domain is set to deferred decal, which...
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