Good joke, or blatant lie. Anyway funny. In post #46, I pointed out that technique which allows for faster game assets creation will not necessarily mean better games as there are some large studios which have only one target. And that is cash cow milking at highest possible rate with minimum effort. As it shortens game development cycle, it leaves less time for all other teams working on it. And therefore higher numbers of those people have to be hired to compensate. And unfortunately I used CoD as example of most commonly known franchise which exhibits most (maybe all) of problems which will deepen if there are new shortcuts available. I admit, I was wrong to do that. As result I downloaded CoD1 demo from nVidia site. And after playing through it, I took notepad and wrote essay about how ahead of time that game was. I was able to do that since I love real numbers and they include negative numbers as well. Unfortunately essay ended-up in Silicon Oblivion as my SSD refused to store such thing. Edit: In light of vbetts and several futile attempts of mine to get it back on topic... Did anyone used UE4 to create double textures for objects and dynamically changed their blending based on lighting environment? Would love to see that in action from someone who can actually say how well/badly it performs.
I'm glad you're argument is pointing out minor grammar errors. When I meant learn English, I meant learn the basics that allow people to correctly interpret your posts and ensure the quality of discussions stay at top quality so someone says something and in the next post, say the complete opposite then don't understand what the other person said.
You should learn to be an Engrish teacher bro, instead of wasting your time picking apart forum posts.
Seriously bruh, take some Engrish classes. A 10 year old can see simple, easily made grammar mistakes but only people that lack the basic Engrish skills can say something, then fail to realise what they typed basic they can't interpret said Engrish language. But seriously bro, you're wasting everyones time when you join a discussion then follow that up with "You made a grammar mistake" and nothing else. Oh damn, did I make a spelling mistake? I meant English.
You can get a glimse of 3d photoscanrendering to run on your own here: https://www.cryengine.com/community/viewtopic.php?f=309&t=131968&p=1279542
Now now bruh. Please don't speak about yourself that way. Life is about growth and learning, and we all eventually grow out of turning to generic "insults" in response to posts you do not like to hear for whatever problem (s) you may have.
well men i have ben lookin an observin this from teh shadows an i think us men need to stop an recollect at what we are. even tho we have the diffrent opinions an we cann all be wwrong at a end of a day we are all but men (an some woman that is like men but not as good) so what are we to argue about the stuff like this? what does it matter if u are pro cod or pro starcan3? in the end it is all the same an to argue of it is like being a man who is stuck on are toilet an says he is gone to get off but as no legs (so he cannot got off) what an idiot! (he will be their until another man gets him off) i hope that u all came down before ur meat sandwiches get too packed an we all explode coverin innocent men in the process of the nonsesne edits exuse me men i had the drink but if u are a man it will make snese
I dont understand...I thought this was nothing but panned 4K photos? You're telling me that this is a texture covered scene within the 3D engine?
What do you mean based on lighting environment? I don't think it's quite easy to do in the material editor, since lighting isn't accessable in a deferred shader (lighting is done at a later rendering stage after the material shader is rendered into the gbuffer).
Hellblade developers do something like that on main character's skin. But doing it with terrain where parts may end up in very dark shadows is likely prone to problems. This demo has baked in lighting which makes it photo realistic but it is not dynamic. But blending fully lit and dark scans based on some method would allow for same level of photo realistic lighting of scene before we degrade it with out usual dynamic lighting/shadows from actors we know in regular games. It may even be lighter on resources. Like having cubemap reflection and on top of that having reflection only of dynamic objects on scene. (Instead of doing full reflection of everything.)
I feel like that picture by Tj was an April fools joke and that the pucture was taken in his backyard.