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Prikvačeni tweet
Bakery (my GPU lightmapper) is finally released!


https://www.assetstore.unity3d.com/en/#!/content/122218 … #gamedev#indiedevpic.twitter.com/hmCBTkBxwZ
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Mr F proslijedio/la je Tweet
Ever wonder why baked normal maps just don't look quite right in Unity? I did, so I decided to find out why.https://link.medium.com/IntBAke0L3
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Mr F proslijedio/la je Tweet
I have added some dynamic lighting to my VR Train scene.
@madewithunity@AmplifyCreates#shaders#realtimeVFX All made inside@unity3d and rendered with#DeckardRenderpic.twitter.com/3IDkyUFLmbPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Mr F proslijedio/la je Tweet
02.02.2020 Crunch_of_Snow:
#gamedev#indiedev#screenshotsunday#unitypic.twitter.com/zaiBf3TlCCHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Mr F proslijedio/la je Tweet
As far as I can tell means only xNormal and Substance can bake correct normal maps for Unity and
@godotengine. Every other tool that uses MikkTSpace uses per pixel binormals, like UE4. Everything online seems to suggest UE4 was the odd one here, and it turns out not to be so.Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Mr F proslijedio/la je Tweet
Basic uniform distribution of 3D unit vectors in a cone for Monte-Carlo integration:https://gist.github.com/JarkkoPFC/74797790630bb1b107c6f8666d84f261 …
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Mr F proslijedio/la je Tweet
Cloth Brush This new sculpt brush has a custom cloth solver than can run inside sculpt mode in real time on localized areas of the mesh. It has properties to control the cloth material and it can grab, drag or pinch the surface. https://developer.blender.org/D6715
#b3dpic.twitter.com/J9h940anR1Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Mr F proslijedio/la je Tweet
Added dynamic weather. Probably a challenge for twitter video compression, but here's rain with wet ground and puddles.pic.twitter.com/bA1UJ45gOH
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Mr F proslijedio/la je Tweet
Real-time path tracing, the holy grail of graphic techniques, has finally reached our voxel world. Let's all take that walk now.
#voxels#gamedev#RTXOn#rtx@NVIDIAGameDevpic.twitter.com/qZmY6EyYznHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Ever wanted to make Bakery automatically bake many scenes in your project (lightmaps, lightprobes, reflections at once)? I have a script for ya: https://geom.io/bakery/wiki/index.php?title=Community_extensions#Batch_scene_baker …pic.twitter.com/C58ngAJGw3
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Tweet-sized specular AA. Pretty!https://twitter.com/longbool/status/1221773633263165440 …
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Mr F proslijedio/la je Tweet
If you want to learn more about how this was achieved, check out my Siggraph talk from last year: http://advances.realtimerendering.com/s2019/index.htm https://twitter.com/RedDead2Info/status/1221227866840539136 …
0:42Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Mr F proslijedio/la je Tweet
The progressive least-squares technique I blogged about last year has now been formally published! Thank you to everyone involved with JCGT for their help and work during the process.https://twitter.com/JCGT_announce/status/1221551380852367360 …
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Mr F proslijedio/la je Tweet
Fast & precise calculation of screen extents of a sphere:https://gist.github.com/JarkkoPFC/1186bc8a861dae3c8339b0cda4e6cdb3 …
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Mr F proslijedio/la je Tweet
The Heretic is our newest short film created with Unity. After debuting its first part at GDC 2019, the completed short is now available to watch in its entirety!
Check it out now: https://on.unity.com/2REfKJN pic.twitter.com/MdOy6qAkd8
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I wrote an overly-sophisticated and very subjective blog post with some thoughts on game design and storytelling in games after playing RDR2: https://ndotl.wordpress.com/2020/01/23/reflections-on-game-design-after-playing-rdr2/ …
#gamedevHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Anyone had something similar with octahedron maps?https://twitter.com/Dan87626237/status/1220048547103563777 …
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Mr F proslijedio/la je Tweet
Ray marched scattering media. Left: no scatter bias. Right: biased in direction of incident light, so occluded objects look blurry.pic.twitter.com/RRvuFK0g9O
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Mr F proslijedio/la je Tweet
1/ This time I just have a single image here. It was taken in 1900 in New York City, and it's of course colorized by my latest and greatest and unreleased DeOldify model. I've done this one before but it's great to test the model on high resolution renders.pic.twitter.com/EjaFVzHFih
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Mr F proslijedio/la je Tweet
I finished writing my opinionated post on rendering API abstractions, complete with especially spicy takes at the bottom. I'm at least a little sorry if you hate it! Haha http://alextardif.com/RenderingAbstractionLayers.html …
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Mr F proslijedio/la je Tweet
Wrote a post about normal reconstruction, described a method based on
@_Humus_ 's SDAA idea, which is more costly but also more accurate than@turanszkij 's method.@jendrikillnerhttps://atyuwen.github.io/posts/normal-reconstruction/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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