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Image Comments posted by Josh
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42 minutes ago, Lupin said:
Would it be possible to add "select mode" (arrow icon/cursor)? Sometimes when I just only want to mark on an object to edit its properties, I accidentally move, rotate or scale it.
Maybe. Join us on Discord this Saturday to discuss.
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The approach of streamlining the import of existing assets, rather than creating a big repository of ready to use content, is definitely much more powerful.
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I would love to be able to use this as a command-line tool and just give it a folder to convert all the HDRIs it finds.
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What does it look like with just the effect shown in grayscale?
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Since there is support for multiple navmeshes, you can create different ones to handle differently-sized characters.
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I have no implemented screen velocity yet, but it is planned for.
In the situations where reprojeciton can be used, it is like magic. I think this is how real-time ray tracing is usually done.
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This looks significantly better than your last iteration.
The SSR effect uses reprojection from the previous frame. That shader code might be helpful if you need that.
It would be interesting to fetch data from a source like this and display approximate real-time weather conditions:
https://earthobservatory.nasa.gov/global-maps/MODAL2_M_CLD_FR- 1
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Looks nice but the render time seems really abnormal. What's going on there?
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No, it gets activated based on camera settings. It's turned off by default.
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12 hours ago, Marcousik said:
Does that mean we can sculpt holes and caverns in the terrain?
You can cut holes. In the future I want to implement terrain brushes like Valve uses, which would support caves and such. Basically you construct a rough shape from box brushes, and then each face gets subdivided and can be sculpted like a terrain.
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7 hours ago, Genebris said:
Is this like a post processing effect or a feature of the regular material shader?
It's build into the PBR shader now.
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Something unique about Ultra's probes is they block out the sky color. This allows you to have dark interior areas and bright outdoors areas. This completely not possible in some other engines that use PBR.
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Yes, it just works.
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In Leadwerks, the entire viewport code is all in one 6000 line file, which was basically impossible to edit without breaking functionality. In Ultra each mouse tool is a separate class, which makes it much easier to add and modify features.
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Material::SetLineStipple()
Will be in next build
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I think the controls for brush editing in the 2D viewports will be nearly the same as Leadwerks, although position / scale will probably be separate tools.
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Yeah, I was planning on that.
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I made an "Add Component" button where unity users will expect it to be. I don't have a lot of strong opinions about how the component system should work, so I think just giving them what they are expecting to see is fine.
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32 minutes ago, reepblue said:
How would one add a component? I feel like there should be buttons to add or remove a component from the entity in the side panel.
Right-click on the treeview node and there's a menu for components.
MSAA + Effects
in Screenshots
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