http://stephaneginier.com/sculptgl/
Check it out, pretty darn neat for a web application. If it only had pressure sensitivity.
http://stephaneginier.com/sculptgl/
Check it out, pretty darn neat for a web application. If it only had pressure sensitivity.
Very nice work!
Some feedback: the renders would need at least some more ambient lighting if not a GI/IBL pass (not sure if the shader supports it) instead of the studio lighting setup as a lot of detail seems to be getting lost. Or/and exposure tweaks if that is the problem. Or/and tweak the base colour, albedo (or diffuse/specular colour, however it is set up in the material) value, check the documentation to find the plausible value ranges. For example comparing to the concept, the small details near the landing gear and the dual color paint job look really cool, but it is really hard to make it out in the renders. Some brighter colours and contrast would make the images "pop" a bit more imho.
Some material reference:
http://lzamgs.com/images/img10/a…hd-images-3.jpg
http://vintage-machines.com/wp-content/upl…-Base-Wagga.jpg
http://upload.wikimedia.org/wikipedia/comm…w_zj206_arp.jpg
http://upload.wikimedia.org/wikipedia/comm…Milton,_Fla.jpg
http://www.trbimg.com/img-52cc92c6/t…/2048/2048x1228
The motion blur should be doable in both PS as well as straight in render (that if it was prerendered ofc).
Btw your link to the shader resources redirects to this very page if clicked not copied![]()
On a random sidenote however awesome the design looks, it be interesting to see it actually fly because it would definitely not do it upright ![]()
My screening starts in 30 min ![]()
*Edit* Wow is a pretty apt description. Had loads of fun, would recommend!
Was very fun ![]()
Bad life choices led me to making this thing:
Proof of said bad choices:
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It might not be the best looking engine in all circumstances, but the visual quality/performance ratio is most likely better than that of UE4 or Unity or whatever else (the Screen Space Reflections, and Motion Blur solutions are better than those offered by UE and Unity, the Kite demo for Ue showed that they are catching up though). Granted, only when you know what you are doing.
Not gonna lie, that looked pretty darn good.
A new year, a new new chance to lose a couple nights worth of sleep.
-starts in 8 hours...
Was considering getting a cheap 4k panel to extednd my workspace for my pc (at 40/42" the ppi is similar to my 27" 1440p screen, which is pretty much enough for me), but that range doesn't have a displayport input and getting 60Hz at 4k over HDMI is also very iffy... Might look at a 34"+ curved cinescope monitor instead.
If I'd really want to watch movies / have a living room experience I'd probably look into a projector system instead, just curious does anyone have any experience in that regard?
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Ex Machina - entertaining.
Quote from PuddyEven though the traffica data layer may become green:er with that approach, I think that if used recklessly you create long travel times for citizens and goods, could be wrong tho.
The problem you could run into with one way roads is the fact your utilities buildings coverage will likely be worse and you need to have more of them, raising your weekly upkeep cost. But like with pretty much everything else it is a balancing act.
I am wondering though how the npc's pick their routes though if it really is based on only physical distance/travel Time on empty roads then it would be kinda uninteresting and not realistic as people would actually want to avoid congestion and use other roads instead. So it would be interesting to maybe try to use travel time adjusted with road availability factor instead. That might cause some ping pong effect though.
Quote from Puddy
I've never tried these kind of demoes but I must say I find the prospects of current gen movement controls + VR incredibly clunky and unappealing. VR displays are definitely getting somewhere, but trying to mix motion controls into it just subtracts imho, as you are fully immersed visually but hamstrung by wonky movement.
Traditional control schemes and VR; sign me up.
Haven't tried any of the motion tracing controllers either (hydra/leapmotion that are supposed to have decent accuracy) but playing with a controller can be quite distracting, because you would expect a one to one translation of your movements. Pretty much the first think people try to do when they put and hmd on is to reach out and touch stuff and it is really sad when you get no feedback at all. Haptic feedback is probably going to remain an issue for a while, but a controller or mouse and keyboard don't tend to work that great if it is not a flight sim or something of that vain.
Next prototype Crecent bay:
Is it just blueprint or is there some C++ sprinkled in there as well?
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Also received my rift ![]()