![]() ![]() I don't doubt that VPX is capable of this, it's just not implemented at this point in the interface.I think there are multiple ways to attack the physics challenges. So having additive light sprites directly contradicts this "Rule/Law".Īgain I look forward to using Unity's shaders which do support those inputs and have the data I feed in, show up in VPX. Lighting is also a pretty big piece, as no surface can return more energy than the light emits. So again I respect your tireless work on VPX, but the PBR implementation is not complete, and probably for good reasons like backwards compatibility. ![]() I've looked through the shader stuff that's in VPX, and there's only 1 checkbox for metalness, and no roughness map input. What you call PBR is a 1/2 implementation of it, a large part of physically based rendering is the concept of reflectence, for which a normal map, and a reflectence (roughness map or smoothness maps) are required. Well, Toxie, I respect your knowledge and contributions to the community immensely. JSYK: VPX also has PBR shaders and rendering natively, the only thing that is fake is the table lights which we chose to do by design back then. I know not all that will happen with just one implementation, but I feel it's a step in the right direction, that's why I'm happy to see it proceed. Not to mention as an artist having PBR Shaders and rendering, VR, Kinnect the list goes on and on, this all would be amazing. Having something that can create classes for re-use and instantiation is not just convenient but also fundamental to having inheritance and fast execution.Īnd I know we have a debugger but being able to set breakpoints and watches would make things so much better for all developers.Īs a developer not just a coder, it's imperative that we get better tools to help create better tables, TOTAN is a marvel of art and technology, so is Harry Potter, yet I'd like to think that they'd be faster to implement with a 3D Editor, and Breakpoints for execution to halt when exceptions are thrown. Yes I am a software engineer, but I have always straddled the divide, where I do art like I have done for Phantom and Secret Service, and now IronMaiden, but I also understand why VB is so limiting. Pour un non codeur le vbs est très facile à lire et à comprendre. Tu dois être codeur, c'est pour ceci que tu en parles ainsi. car unity et ue existe depuis pas mal d'années, mais face à la complexité de la tache, çà risque de durer pas mal de temps. ![]() S'il y avait une grosse volonté de le faire, ceci aurait été déjà fait. But all this requires the community to embrace it, which I'm willing to be #1 in line, as I understand the possibilities that this affords table developers. If the developers can make "VPX" a output format that could work really well. Unity furthermore is a tried and true tested environment. And C# is a lot simpler to code than C++ and I would say on par with initial complexity of VB, with a lot more power with a Object oriented backbone, and automatic garbage collection. Unity is a starting point, no my favorite engine, but a close second. I love how people are trying to shoot something down before it's really taken off. ![]()
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