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Showing results for tags 'rendering'.
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Free Scifi PBR Materials Giveaway (3 Textures)
TWahl posted a blog entry in Work in Progress - Scifi PBR Media
Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects -
Hi I have a small problem. I think the pictures should explain it pretty good With font size of 12 see the terrible cut on the top?: With font size 20 it is a little bit better but somehow not as sharp as it should be; This is how I would expect it to look like: I am rendering the text with the default arial.ttf font, I render the following color Vec4(0, 0, 0, 255) and with blendmode Blend.Alpha. So whats the problem? I remember the text rendered sharper another time, but I dont know what I am doing wrong atm? Any suggestions?
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Not something I need but I mention it as it is something that is supposed to work well with deferred rendering engines.... This is something I came across while reading the docs for Decal Machine (https://machin3.io/DECALmachine/) a low cost Blender Addon that I think is gaining a lot of attention right now. From the Decal Machine docs https://machin3.io/DECALmachine/docs/installation/index.html#instructions Currently I am hoping that I can use Decal Machine to bake out normal maps and but I'm not sure it is supported yet (development is moving quite fast though). I thin
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Hey guys, I was searching the forums for a releated subject, but I couldnt find one, but I could imagine there is one, if so I am sorry to post the same topic again So I am currently trying to come up with a way to handle diffrent objects rendering in the right order. What solutions have you for this problem. For example: I have a trading menu, but my cursor is rendered behind the inventory slots and buttons rendered by the NPC Trader entity. (elements of my trading menu are rendered by two diffrent entities (Player and NPC Trader)) I was thinking about something where you can
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This is just the marble game example and it doesn't even render properly. This is both in the exported application version and the test run button within the studio or editor or what not. I just got this game engine and I am confused why this is happening.
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(Wait all day for a bus and two turn up at once) As part of my final year university work I’ve been looking into Physically Based Rendering(PBR) and its implementation. PBR is a method of generating images that takes physical values into account, this means lighting behaves much more predictably and accurately. This link https://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ gives a fantastic, and in depth look into how PBR works in Remember Me. Notably, PBR systems aren’t all the same, often times they use different algorithms to generate images, and there
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Place a decal (10x10x10, wound,mat) on a terrain slope (08-Terrain.map) and you will get holes in the decal.
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Hi, This open source project has managed to get a way to bake the global illumination into "light sampler" in their environment lighting. I think they use a deffered rendering system and their source is MIT so you can check if it's possible to have that in Leadwerks and you will not need to publish back the code. I don't know how they proceed, but the result is really impressive!! Check here.
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Hey community, I just want to ask if its possible to create two or more Rendering windows in LE? Im asking because it seems to be possible because i can create two windows via the api: self.window1 = Window:Create() self.window2 = Window:Create() ...