Previously: Technical Art for Prehistoric Kingdom and Kenshi 2.
This stops your grass from floating, without making it look like it's growing sideways!
This stops your grass from floating, without making it look like it's growing sideways!
What does this mean for e.g., academics attending a […]
This magic lets you blend anything!🤯
#GameArt #UE5 #GameDev
This magic lets you blend anything!🤯
#GameArt #UE5 #GameDev
Go into your editor preferences and search for Nodes. You'll see entries for Enable Nodes (Always) and Enable Nodes (Development). I've set them to ctrl alt A and ctrl alt D. Enjoy! ✨
#Unreal #Blueprint
Go into your editor preferences and search for Nodes. You'll see entries for Enable Nodes (Always) and Enable Nodes (Development). I've set them to ctrl alt A and ctrl alt D. Enjoy! ✨
#Unreal #Blueprint
Our demo is dropping tomorrow, don't miss out!
Our demo is dropping tomorrow, don't miss out!
We talk Voxel Plugin, tech art, and a bit of business on the side.
www.youtube.com/watch?v=VzNA...
We talk Voxel Plugin, tech art, and a bit of business on the side.
www.youtube.com/watch?v=VzNA...
In UE5.5, bindless textures seem to be non-experimental.
But they're still disabled by default, and entirely undocumented.
Enabling them should, in most cases, be a performance gain. Doing so will also let you 'bypass' the limits on unique SRV and samplers. 1/x
In UE5.5, bindless textures seem to be non-experimental.
But they're still disabled by default, and entirely undocumented.
Enabling them should, in most cases, be a performance gain. Doing so will also let you 'bypass' the limits on unique SRV and samplers. 1/x
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated
This will stabilize your screen probes, at the cost of making your Lumen react less quickly to fast lighting changes.
r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated
This will stabilize your screen probes, at the cost of making your Lumen react less quickly to fast lighting changes.
Much more foresty vibes to the entire world now, with spring/summer feeling properly lush. Really feel like it's coming together well.
Much more foresty vibes to the entire world now, with spring/summer feeling properly lush. Really feel like it's coming together well.
Having fun playing with seasons, trying really hard to make it work without needing extra assets for the different seasons.
If the project lives, it'll be a survival game in-between Subnautica and The Long Dark 👀
Having fun playing with seasons, trying really hard to make it work without needing extra assets for the different seasons.
If the project lives, it'll be a survival game in-between Subnautica and The Long Dark 👀
Now I've made that move, and I instead find myself thinking about playing The Long Dark while I hike through the snowy Swedish forests.
Now I've made that move, and I instead find myself thinking about playing The Long Dark while I hike through the snowy Swedish forests.