As you can see check() is always false and here the program stop running, also the Chaos part of the code is surrounded by an #if 0 #endif and mean is disabled/never compiled.
Hi, , now ray tracing is great, but there are still some defects, and it seems that the official does not have the update expectation of these contents:
About the lighting problem of ray tracing self illumination, when can the emiss material directly cast light from self illumination? This can greatly reduce the cost of arranging night or lighting;
Can you see the reflection of complete DXR effect in real-time DXR? At present, the reflection of DXR effect is only limited to shadow, and some indirect light, without any Ao, GI effect, which will cause some strange light and shadow problems in the dark place;
This may or may not be a bug. When I use sky Sphere, or even HDRI backgrop and other objects for lighting, I find that rtgi completely fails under this lighting. As long as sky ball or HDRI backgrop is used, there will be no GI effect inside, that is to say, we can’t get complete rtgi while using sky Sphere or HDRI lighting? According to the test, only rtgi is affected, rtao, shadow, etc. are not affected.
About DXR lightingmass, does it seem that the function originally expected to appear in 4.24 is not available?
Is there any plan to expand the path tracking renderer into a complete offline renderer?
Are there any examples on the hair and fur update? Maybe an alembic groom file that we could play around with? I can’t find anything on the trello roadmap or the documentation pages (Digital Human, Photorealistic Character) that covers this new plugin. The documentation pages only covers the baked hair planes technique, where you author with xgen (or similar) and export poly planes. I assume this plugin is used for rendering result closer to xgen, hairworks or tressfx?
Edit*
I can see that the source for the plugin has HairStrandsCore, HairStrandsEditor and HairStrandsNiagara modules on Github. So that is giving some clues.
Why admob doesn’t have any plugins related to rewarded video. There are no documents that we can add ourselves over the internet. While there’s a ton of video on Unity, there’s a plug-in for unreal that only sells money, and it’s a problem in every version.
I’ll have documentation in place for the final release. At the moment, we’re not planning on releasing any assets, test ones or otherwise. We may add some in the future, but that is yet to be determined.
Right now, to get started with Hair, enable two plugins: Groom and Alembic Groom Importer.
Export your Groom from your DCC app and save it as an alembic file (.abc). This will give you a special Alembic Groom Importer window when you attempt to import it.
It’ll create a Groom asset in the Content Browser. You can open that to see some of the available settings.
Drag your Groom into the level and you can start changing some of the other settings like the default hair material.
I know this is very high-level instructions, but at launch, I’ll have an Overview, Quick Start, and Reference material in place to get people started using it!
Hey guys, encapsulation is great but now it’s impossible to change the replication condition for some Actor properties. We really need a Macro that can handle this!