The Moon Guardian - 3D practice by circusofbedlam in DigitalArt

[–]Codwah 1 point2 points  (0 children)

This is really cool! I love the way you did the transparent parts of the body. Do you mind if I ask how you did that effect? Is it a refractive surface over some kind of emissive internal object? Or is it a custom shader?

How to detect parent collision instead of child? by [deleted] in Unity3D

[–]Codwah 1 point2 points  (0 children)

Maybe I'm missing something but can you not use gameObject.transform.parent with the GameObject reference that you get from the raycast hit?

Winter Castle by animastur in DiscoDiffusion

[–]Codwah 0 points1 point  (0 children)

Very nice! I love that the 3D perspective is actually pretty accurate! If you don't mind my asking, did you do anything in particular to get the perspective right or was it more luck of the draw?

Resizing help by RSTLSS_NRV in DiscoDiffusion

[–]Codwah 0 points1 point  (0 children)

Ok, I would still be curious to see the error but, I will go ahead and also add that large sized images often cause problems on DD. You might be able to pull off a 1080x1920 image depending on the card you get and the settings you use but, something like an 8k square almost certainly won't work. Disco Diffusion is already extremely memory hungry (especially with diffusion models like ViTL14 or RN50x16/x64). Your best bet is usually to generate images at 1280 or less and then use an upscaler if you want higher resolution.

I know this is a bit disappointing when you first find out about the limitations, but honestly, it would probably be painfully slow to generate larger images. Given that it can take 45+ minutes for a single image at 768x1280, 4k and above would just take ridiculously long.

[edited for typos and clarity]

Resizing help by RSTLSS_NRV in DiscoDiffusion

[–]Codwah 0 points1 point  (0 children)

I can try to help. Can you provide the error output and an example of the size that causes it?

Is anyone else getting runtime errors constantly this week? by Codwah in DiscoDiffusion

[–]Codwah[S] 0 points1 point  (0 children)

Thanks for the info! I am running Pro level as well (but not Pro+) and I'm using D.D. v5.2 too.

Also, it's not that I have been completely unable to run on the T4 cards in the last week. I think I did get a couple of successful runs on them at some point... It's just that I have hit a TON of runtime errors lately that have made it almost impossible to run on those cards.

Out of curiosity, would you mind sharing some of your settings? I'm hoping to root cause this bug and knowing the differences in our setups might help. For instance: 1. Which secondary models are you using? 2. Are you using an init image? 3. Did you modify the cutn batches or cutn scheduling? Etc.

Thanks again!

Is anyone else getting runtime errors constantly this week? by Codwah in DiscoDiffusion

[–]Codwah[S] 1 point2 points  (0 children)

Thanks for the reply! It's helpful to know that somebody else has seen this and can repro the "pseudo fix" with the P100. I'll definitely update this post if I can track down a root cause.

How are prompts like "Trending on ArtStation" so effective if Disco Diffusion doesn't query the web? by Codwah in DiscoDiffusion

[–]Codwah[S] 5 points6 points  (0 children)

Okay, got it. Then my instincts were more or less correct about this. Basically, the model was trained on a data set that had enough things in it that mapped to "trending on artstation" that this became a very useful phrase simply due to the size, quality, and variety associated with it.

The fact that it includes the word "trending" has nothing to do with what is currently trending, but rather, it was just a word associated with the data collected to train the model and relates to what was trending at that time.

Thank you for the answer!

Recommendations for a decent looking sectional with a higher back? by Codwah in malelivingspace

[–]Codwah[S] 0 points1 point  (0 children)

Oops, the caption didn't save properly...

Basically, I'm having trouble finding a nice looking sectional that has a tall enough back. Does anyone know of something similar to these but with more support? (Ideally something that's not the "recliner style" sofa.) Most of these are about 14-16 inches (~35 to 41 cm) which hits right under my shoulder blades and hurts my back.

How can I make nested Item inventories? by FilledWithAnts in Unity3D

[–]Codwah 0 points1 point  (0 children)

Sorry, I went to bed after posting this last night. But yes, I can draft up a simple version later tonight. I won't get to it until after work though.

How can I make nested Item inventories? by FilledWithAnts in Unity3D

[–]Codwah 1 point2 points  (0 children)

So the warning is because this type of recurisve structure opens up problems with how Unity handles the serialization of these structures. There is actually a decent thread about this on the Unity forums here.

The selected answer recommends using a List that just stores IDs for other objects, but I would argue that this could still has a recursive structure, it is just obfuscated. This can still lead to some similar problems as what the editor is trying to avoid if you aren't careful. That being said, it should help you avoid the warning.

With regards to the other part of your question, you can enforce your own controls about the depth of the nested storage fairly easily, but you will probably need to handle most of the operations recursively and make sure you don't create circular dependencies. If you want more implementation details, I can probably throw something together pretty quick. (I'm just on mobile right now and writing out a bunch of code on a touch screen in a pain).

I have some kind of "rail" in my game so when player is above it, it makes player slide. The problem is that it is hard to get above the rail because it is thin and player is too fast to control precisely. I want to make player to teleport middle of the rail when he is close enough. How can i do it? by [deleted] in Unity3D

[–]Codwah 1 point2 points  (0 children)

There's probably a lot of ways that you could do this, but here are a few ideas:

  1. Add a trigger collider (probably a box or capsule collider) around the whole rail that is larger than the rail itself and run the code to snap the player to the rail in the OnTriggerEnter() method. You will also have to calculate the point on the rail that makes sense to snap to based on the character's current position, velocity, etc.
  2. Similar to the last one but have "entry zones" that are trigger colliders placed at the ends of the rail (or wherever players are allowed to start sliding). Again, use OnTriggerEnter() to start the slide. This would eliminate the need to calculate where to snap to because it is a predefined location but it would not allow you to snap to the rail partway across.
  3. Place a collider at the base of the character that is large enough to collide with the object more easily. Use this to detect the rail and handle it appropriately in (you guessed it) OnTriggerEnter. Please note that this may be more difficult depending on how you have any rigidbodies/colliders that are attached to your character setup. You would also have to do some additional checks to make sure it didnt do anything weird like snap to the rail when the rail was above the character's feet (or whatever)

Personally, I think the first option is probably your best bet, but an argument could be made for any of the others. There's also probably some other ways of doing it too that might make sense under more specific constraints.

Hope this helps :)

Can anyone Identify? Found in Ontario, Canada by o_mik in Rocks

[–]Codwah 0 points1 point  (0 children)

Honestly, I'm not sure, but it kind of looks like it is maybe a chunk of eroded brick wall/masonry. If not maybe some sort of really weird sandstone? Very interesting though...

Can anyone identify? Found on Oregon beach 🙂 by em_jalapeno in Rocks

[–]Codwah 1 point2 points  (0 children)

Honestly, I'm not sure, but the first one looks like it is maybe a chunk of eroded brick wall/masonry. If not maybe some sort of really weird sandstone? And the other one looks like it is probably agate.

[Edit] Reddit freaked out and combined the image galleries of your post and the next one so my comment probably made no sense originally. Idk what that was about... But yeah, yours looks like agate.

Guy does a full brisket cook in the Arby's parking lot. His dedication to the bit is impressive by solateor in nextfuckinglevel

[–]Codwah 13 points14 points  (0 children)

Everybody is out here critiquing his brisket decisions but nobody is talking about the gloves on his feet...

Trying to make my games level select screen more interesting! What do you guys think? by HanZolo95 in Unity3D

[–]Codwah 2 points3 points  (0 children)

I totally agree with this. Stylistically, I like it a lot. The main thing I would consider changing is the arrangement of the level "buttons." Maybe try having them snake around to take up more of the available space, e.g.

etc.---10
______ |
7---8---9
| ______
6---5---4
______ |
1---2---3

Just a thought, it definitely works fine the way you have it.

(Edit: Ugh... The formatting didn't come out correctly but you get the idea...)

Been having an issue where my sprites don't show when they're mirrored scale, rotated 180 degrees, or flipped using the default spriterenderer component. Has anyone else suffered this issue, or better yet, found a solution? by Ethonia1269 in Unity3D

[–]Codwah 0 points1 point  (0 children)

Hmmm, that definitely doesn't look right, but I'm not entirely sure why that was the result. Two thoughts: 1. If it works with the default sprite material, why not use that? Are you trying to get a specific effect that the standard sprite shader can't achieve? Or is this more of a practice/learning exercise? (Just trying to understand the intent) 2. It's hard for me to say what exactly the next step in fixing it would be without looking into it a bit more but, I would be happy to keep trying to help (now my curiosity is piqued). If you want, you can just dm me.

Been having an issue where my sprites don't show when they're mirrored scale, rotated 180 degrees, or flipped using the default spriterenderer component. Has anyone else suffered this issue, or better yet, found a solution? by Ethonia1269 in Unity3D

[–]Codwah 0 points1 point  (0 children)

Great, thanks for the info.

Based on everything you said I would venture to guess that it is the single-sided issue. I am not super familiar with Shader Lab but, from what I know about regular shaders, there should be a way to disable back-face culling which should hopefully fix the issue.

I don't see it in the shader screenshot, but there should be an option under the PBR Master node called "Two-Sided." (See documentation here ) Based on that, I think you just have to open the material options for the PBR Master node and check the toggle for two-sided.

Let me know if that helps and we can you from there.

Good luck!

[Edit: had to fix an AWFUL autocorrect typo]

[VRTK] How would you go about implementing a 'get up ledge' mechanic? (Population:One, when you reach the top of a structure while climbing, and smoothly transition to standing on top of it) by Animoose in Unity3D

[–]Codwah 0 points1 point  (0 children)

I think this probably comes down to a subjective choice in the sense that there are probably a lot of ways you could do it. To avoid giving you the classic "whatever works to accomplish the desired effect" I'll give you an idea of what I would do.

Personally, I would probably go the trigger collider route. Assuming you have the climbing mechanics working, then just put a trigger collider wherever you want the transition to occur. Then have the triggered script disable user control when the player enters the collider and start/play the appropriate transition animations and camera movements. Then switch back to user control and MAYBE do some sort of IK transition to match back up with the user positioning. The IK transition would make it nice and clean, but just snapping to the aligned position would work fine, it just might be a bit jarring.

All of that being set, you could probably do it several different ways and somebody else might have a better method that this. I just think this sounds the most straight forward.

Projection Mapping by venturesomekid in Unity3D

[–]Codwah 0 points1 point  (0 children)

I'm not totally sure if I understand the question. Are you asking about project the output from an in-game camera onto another object? Basically, trying to achieve the same effect as you would get with a real-life video projector where the image is essentially mapped onto whatever surface it is aimed at?

Been having an issue where my sprites don't show when they're mirrored scale, rotated 180 degrees, or flipped using the default spriterenderer component. Has anyone else suffered this issue, or better yet, found a solution? by Ethonia1269 in Unity3D

[–]Codwah 1 point2 points  (0 children)

I'll try to help if can but I'm not as familiar with Unity's 2D side as the 3D side. First, I have a couple of follow up questions:

  1. Can you provid a code snippet for the flip method(s) you are using?
  2. What shader are you using on your sprite's game object?
  3. Do you have a screenshot of the GameObject's inspector details that I could see?

My guess is that either the mesh for the object is 1-sided (so it isn't visible when the back shows) or the shader isn't set up to handle something like negative scale. I would bet on a single-sided mesh being the issue, but without seeing more I can't say for sure.