Also, being a beginner and having to fight against your tools is a great way to lose motivation when you aren’t really spending time doing actual game development.
Also, being a beginner and having to fight against your tools is a great way to lose motivation when you aren’t really spending time doing actual game development.
Nice, I work mainly in Eevee for game assets so I have to add the geometry manually. I wish they added more real-time rendering features from game engines (like parallax mapping), would make previewing much easier. The new realtime compositor is almost good enough for protyping post-process shaders in blender but they still don’t support render passes unfortunately.
Seems to be a problem the sopuli.xyz instance. I’ve been browsing the beehaw.org instance and pictures seem to work there.
One Hour One Life seems to be a relatively popular one.
Isn’t colour data a vector of the r g and b?
Yeah and since it’s basically a grayscale image with identical RGB values, the normal map ends up representing some weird surface with the normals being on a single line between (0,0,0) and (1,1,1). I guess the bump node finds the slope of the grayscale instead.
I think in Eevee the Displacement node does the same thing behind the scenes, so having both displacement and Bump + Normal Map deriving from the same height data will probably double the effect.
Looks great, but doesn’t the Normal Map node expect the input to be a tangent space vec3? Right now it’s just a single float value.
Funny coincidence, just saw a video about crocheting hyperbolic surfaces and how crocheting and topology are connected.
There is an interesting GDC talk on YouTube about how they managed to implement pathfinding for the NPCs on the rough terrain in the game.