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We should put our future on NVIDIAs RTXGI/DDGI....
Just imagine how powerful the following combination of facts is:
- lightspeed baking times or...
Not 100% right... the human eye recognizes differences up to 1000 fps. But due to a brain interpolation feature you stop notice the frames...
DXR does not depend forever on NVidia's RTX architecture, or not at all, since it was developed for Microsoft's DirectX.
AMD's "Radon Rays" has...
They working on implementig Microsoft's DXR...
Please implement a depth to world node!!!
This would be so cool!!! ;)
Wow!!!!! looks amazing :D
The LIGHT_ATTENUATION function is obsolete.
I think i found a bug. When you spawn Large-Objects with instanced indirect, it does not generate any colliders for them.
I tried all types of...
I wonder if it would be technically feasible to use Sparse-Textures for terrains. For examle as Splat or Hightmap. o_O
do you have an approximate date for this?
Wow!!!! I have it since about a hour, and already tried every tool!
It's super intuitive!
Thank you alot Lennart.
You increase the value of so...
I see what you mean, would be awesome if you could add this feature to the next update.
Awesome Thanks ! :)
Also a interesting Idea.
But with the terrain Blending Sentence my question is answered.
My thoughts were just for Global Normals.
Micro Splat is a really great Terrain tool!
Would it be possible that you could you make an Global Normal Baker for Terrains?
Can't wait to try it!! :D
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Some soothing pics at the end of the day :)
As you can see if i fixed the memory Problem :D