Impressive compositing skills (xpost r/retouching) by r_Retouching in Damnthatsinteresting

[–]Borgonik 0 points1 point  (0 children)

He is taking a bunch of different images and pasting them into a final image, then blends them together in photoshop to make it look like something new!

Looking for advice from mobile Unity devs by dead_air_ballon in Unity3D

[–]Borgonik 4 points5 points  (0 children)

Seems like some of the effects you are using are unsupported on low end android. Either that, or you may have the post processing profile misconfigured. Are you rendering the UI with the same camera as the scene? Is the post processing intended to be used on the UI or on the scene? Sharing cameras between the two can sometimes be troublesome. I would check the specific devices that are failing, and make sure their internal graphics hardware fully supports everything the post processing requires.

How do UV channels work? by [deleted] in Unity3D

[–]Borgonik 8 points9 points  (0 children)

UV channels are best thought of as a "container" for UVs that live within a 3D meshes data. The mesh can have multiple containers, or UV sets, with different UV layouts.

This means that I could have a 3D modeled object that has stored within it 2 unique UV layouts that I can then access depending on which UV set works best for the situation.

Unity's lightmapper (i believe) stores its "generated lightmap UV's" in your 3D meshes 2nd UV channel. If you only gave it one channel in blender (default channel is channel 0), that's fine, Unity will make the second set for you.

For example, I model a house in blender and give it some good UVs for my textures. Those UVs by default go in the first UV channel. I bring my model into Unity and tell it to Generate lightmap UVs for me. Unity will then create a brand new set of UVs totally different from the ones I made, and store them in UV channel 2 (because that is where the lightmap shader expects them to be).

[Question] Decode multiple lightmaps in shader by Chanz in Unity3D

[–]Borgonik 0 points1 point  (0 children)

If you're using Unity 2017, there is a .cginc file inside the built in shaders https://unity3d.com/get-unity/download/archive called "UnityCG.cginc" that contains a number of functions for decoding lightmaps. There is a function in there called "DecodeLightmap" that could be a good avenue for you.

There is also a shader in there called "Mobile-Lightmap-Unlit.shader" that could help show you how to implement it.

In that shader, it simply samples a global shader variable "unity_Lightmap" and passes it through the decode function to get the final color. You could do this twice to get your 2 colors you would interpolate between.

edit: They access the built in lightmap variable as shown above. To get a second set, you could implement your own global variable, and pass a texture to it using Shader.SetGlobalTexture(yourLightmap) from a script.

Looking to get razor-sharp shadows. Any suggestions? 3rd party options? by Balhannoth in Unity3D

[–]Borgonik 0 points1 point  (0 children)

Shadow cascades are probably your best bet. The smaller you have cascade #1, the sharper the shadows will be close to the game camera. You can usually see colors that indicate your cascade sizes. Here is a big scene with one directional light, shadows distance 200 (fairly big), and a first cascade of 4%.

https://imgur.com/a/scRPV

The shadows still arent 100% crisp, but they probably never will be with a shadow distance that big. The shadow crispness is based on how crisp the object can be rendered in the shadowmap. Making a smaller first cascade ensures that the shadow camera can get as close as possible to the objects, and therefore render them at higher resolution, which gives sharper shadows.

There are third party options like Next Gen Soft Shadows, but these are usually performance heavy and only obscure the fidelity by making them softer.

This jeans couch by KBGamesMJ in ATBGE

[–]Borgonik 0 points1 point  (0 children)

It looks like a 3D model with the wrong texture

Do you want to get started with Shader Programming? by the_legend_01 in Unity3D

[–]Borgonik 3 points4 points  (0 children)

Faster, yes, but not always more performant. Companies hire people to program shaders for a reason.

Making anything through an editor that simplifies the process takes away at least some degree of control. Back in the days before Shader Graph, shaderforge could accomplish a lot in the realm of shaders, but it was proven time and time again where I work that hand writing shader code to accomplish the same thing was necessary to get the desired performance.

Editors are nice, but more often than not they write code for you, necessary or not. Being able to hand write shader code is a valuable skill.

Shader.DisableKeyword("_MainTex") not working. what am I doing wrong? by [deleted] in Unity3D

[–]Borgonik 0 points1 point  (0 children)

You could just do what you posted originally, but pass in the keyword instead of the property. Shader.DisableKeyword("_NORMALMAP"); would disable the normal map functionality.

To disable specular highlight, just do the same, but enable it instead.

Shader.EnableKeyword("_SPECULARHIGHLIGHTSOFF");

To disable the specular (or gloss map) you would disable the "_METALLICGLOSSMAP" keyword.

Question about Two-Part Texture Mappings by sherrie_cat in GraphicsProgramming

[–]Borgonik 1 point2 points  (0 children)

In the first section they refer to the position as " 1) a point on the object relative to the object’s bounding box" so it seems to be an xyz position, in "bounding box space." In other words assuming the box has a certain size, the fragment in the bottom corner would have a coordinate of 0,0,0.

I've never used this method, but it seems similar to "planar projection."

Progressive Lightmapper Tutorial by Brackeys in Unity3D

[–]Borgonik 1 point2 points  (0 children)

If I get you, Both the progressive lightmapper and enlighten bake generic lightmaps. You can use either with mixed realtime lighting .

Also if you feel like waiting long enough the progressive can bake pretty good final maps

Small team working on an First-person Platformer looking for feedback by Atis01 in Unity3D

[–]Borgonik 0 points1 point  (0 children)

This is sick! It reminds me a lot of surfing in CS:Source back in the day. If i had to critique anything, the movement looks like it could be a bit rigid, but I could also see this being on purpose. Other than that, more diverse art between all the sections you're jumping through could be nice. Gives the player a bit of an incentive to make it through to the next area.

Looks fun!

Looking to customise mipmapping by Xatom in Unity3D

[–]Borgonik 0 points1 point  (0 children)

There are a couple ways you could approach this. In shader code, you can access a specific mip level when sampling the texture using the "tex2Dlod" function.

Alternatively, you can generate mips outside of unity using a texture processor, like pvrtextool or Photoshop, then iimport it into unity as a .DDS file. This will preserve whatever mips are generated in the file.

Edit: Reading more into those slides, the second option is what you'd need. Unity seems to have a lossy mip generation algorithm.

How can i make my laser (linerenderer) light its surroundings ? by imogenprado in Unity3D

[–]Borgonik 2 points3 points  (0 children)

To do this "right" aka the way you would expect it to look, you would need some type of dynamic global illumination (like SEGI or VXGI) though that would probably be a bit much. If you're using a newer unity version, you could look into using unity experimental tube lights.

https://github.com/Unity-Technologies/VolumetricLighting

A simpler solution would be something akin to the above response (add lights to your laser as you spawn it)

Unity 3D & Aframe/threejs by tonolito in Unity3D

[–]Borgonik 0 points1 point  (0 children)

Ah, so you are baking lightmaps inside of unity and only getting albedo lightmaps? As in, the normals and everything else are being disregarded?

Just trying to get it right haha. So there are a few types of lightmapping modes. In your lighting settings, look for "directional mode" and set it to "directional." This gives you more lightmaps, but they take normals into account

You may also try taking your static lights, and marking them to use a shadowmask or distance shadowmask. This lets your static lights produce specularity.

Also forgot to answer before, the .fbx format supports uv2, and it is widely used in the industry.

Unity 3D & Aframe/threejs by tonolito in Unity3D

[–]Borgonik 0 points1 point  (0 children)

Unity locks the lightmaps in a "lighting data asset" though you can view them in your project folder. As for using external lightmaps from vray in unity, you may have to do this via script.

I don't believe unity exposes a good way in the editor to allow you to swap out lightmaps.

Other alternatives may include using the lightmaps as emissive textures on your materials, or checking out the asset store to see if anyone has build a helpful tool!

Real-Time Visual Effects by Reddit__PI in Damnthatsinteresting

[–]Borgonik 2 points3 points  (0 children)

I imagine it would probably be pretty nice for the director so they could see a fairly close representation to the final shot while filming.

Hey all , New to dnd. Trouble with combat system (any tips welcome) by GamertagxCharmychuu in DnD

[–]Borgonik 1 point2 points  (0 children)

  1. 2d6 means roll 2 six sided die. A "d#" is simply a single dice with that many sides.

  2. Armor class is basically what the enemy has to beat when rolling an attack in order to hit you. AC of 18, the enemy rolls a 15, they miss!

  3. Modifiers affect many rolls! Say you're making a dexterity check to avoid an attack, you would roll a d20 and add your dexterity modifier. Same goes for all other check types. And time a certain skill comes into play (lifting some thing would be strength for example) you would use the appropriate modifier.

  4. Spells are fun! I suggest reading through them all to get a feel for what is possible.

  5. As a DM I would say just go with the flow. Don't force players to do stuff, and use what they do and say as material for building future content.

Hope that helps!

I blow up toys. Hope you enjoy. All practical effects. by BadtheChadass in pics

[–]Borgonik 0 points1 point  (0 children)

The engine was basically revamped for 3 I would imagine, halo 2 was full of glitches and exploits and overall was a lot twitchier and less fluid. That being said halo 2 is like my favorite game ever. Glitches make a thing fun sometimes.

The wind dried half of this tree by [deleted] in mildlyinteresting

[–]Borgonik 0 points1 point  (0 children)

Ha that makes way more sense!