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Everything posted by SpiderPig
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Could we get a "Rename" and "Delete" option when we right click an asset and a "Create Material" option when we right click blank space?
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Would be nice to see the outline drawn around the appropriate mesh when selecting the mesh or material in the model tree.
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Just a thought. If I edit a models material that gets saved into a gltf file I would then like to export said material to a file and have the model use that file instead of storing it inside the gltf. I know I could just create a material and load that instead, but there are some cases where I don't know that's what I want and I may already have the material set up for that model. I think this will be useful for models with multiple LOD's and/or multiple variations of the same model that can all use the one material.
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Because I like being efficient (#lazy) I was wondering if we could have a few shortcut keys for some of the menu items in the asset editor? Something like the standards perhaps - Save : Ctr+S Save As : Ctrl + Shift + S Toggle Wireframe : F2 Toggle Collider : F3
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I can't seem to change the name of the material for the model. I've tried pressing enter or saving the model straight away but it never saves the name. Actually I can't change the mesh name either...
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Faster and shadows are just multiplied by the final frag color. Much faster. Also not using texelfetch anymore which smoothed the shadows a bit but still needs more work.
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I was trying something similar in the frag shader. I just didn't call RenderLighting if the fragment was in shadow but I thought the results were too dark. (the gif above) if(enable_lighting == true) { RenderLighting(material, materialInfo, vertexWorldPosition.xyz, n, v, NdotV, f_diffuse, f_specular, renderprobes, ibldiffuse, iblspecular); } Can I simply disable lighting like this to see the shadow or is this not the best approach?
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How to create a 3D texture in Ultra? I don't see a depth parameter in CreateTexture()... CreateTexture(TEXTURE_3D, width, height, depth???); Is it the layers parameter or is that for mipmaps?
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Got it down to 150 to 300ms by removing lots of sqrts().
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My thoughts exactly. A slow light would only need updating every second or so. It's only a 512x512 terrain. The slowest part is when the whole terrain is in light because then every ray cast dosnt hit somthing so is very long. I allready stop the ray when it leaves the AABB of the terrain. I also want to blend in the default shadow system when up close. That should look real good. Will have to match the shadow color. Are the shadows in Ultra just multiplied over the final frag color?
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Second go at this. Not as hard as it looks to get something basic going. I think the majority of the work will be performance improvements and making the shadows look nicer. It's "semi" real-time now. Still on the CPU but on another thread who's sole purpose is to calculate the shadow map until the program quits. Takes about 500 or so milliseconds to calculate the shadow map, hence the jitter as the sun get's higher. I think I can improve the ray casting speed but I want to focus on smoothing out those shadows. I'm wondering if signed distance fields can help... maybe by storing each pixels distance to the nearest shadow I can calculate the fragments distance and blend accordingly. Works in my head anyway. I think I'll sleep on it.
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The curse of the pine tree. This GLTF is recently exported from blender. Passing the files to the editor works good. But loading the model in editor and clicking "Convert Textures To DDS" fails on one of the textures. PineTree.zip I haven't yet figured out how to get blender to export DDS with the GLTF directly...
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I re-tested this with the original file and appears both Blender and Ultra are converting to GLTF properly now. This file must have been just a dud.
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I've tried everything I can think of this last half hour but the client will no longer allow me to log in. It started with the same issue here (which I get randomly every month or so)
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Gon'a bump this up a bit. I got this again today. Client build 24. Should it have been fixed yet?
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Ah it was the fact I hadn't copied the materials folder over or renamed shader families to use .fam instead of .json, thanks for that.
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I literally just discovered this too. Was about to make a post. EDIT : I can confirm also that it works as expected.
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This model's been exported from blender. Loading it in the editor crashes the program and loading it my game does the same. Haven't used this file in a while but it has worked before. PineLarge_001.zip
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Awsome can't wait to test 😁