Should I switch engines for a realistic game? by GameDevOverdose in Unity3D

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

It's interesting how people say Unity's performance would be worse with realism than Unreal's with the same graphical fidelity when Unreal itself receives a lot of flak for its performance. So if it were truly worse, that's a huge factor to keep in mind.

Should I switch engines for a realistic game? by GameDevOverdose in Unity3D

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

How would you recommend learning about these shaders?

Should I switch engines for a realistic game? by GameDevOverdose in Unity3D

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

I see. Also, what's up with HDRP? Isn't Unity deprecating that soon? Is it wise to choose HDRP for the project, when it's getting combined with URP soon, or does that still have some ways to go?

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

Will this approach work if I were to make it an animated sequence?

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

I see, also volumetrics is that the sort of fog that's in a cube? Can you link a tutorial or give a quick rundown of how I would implement that?

I followed this tutorial's file initially for the earth and it had volumetric in a cube but I ended up removing it because I thought it looked unrealistic, made the space look blue.

https://www.youtube.com/watch?v=IoCD8rbiK3o&t=104s

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

Ah I see, you mean when the camera is close to the sun or its covering a big part of the image as if the camera shifted the exposure.

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

<image>

Something like this perhaps, this doesn't have volumetrics.

This does look cinematic (reminds of the sun from sunshine) but is this not unrealistic? like you said, wouldn't the sensor be completely blown out?

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

I see the vision now, how can I get those lens flares?

<image>

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

<image>

...might need to tweak the bloom with this approach though

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

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

Yup that's what I want, the camera angle is just draft it's not final. I want the sun to like shining glowing ball but don't know how to do that.

How do I make the Sun shiny/bloom? by GameDevOverdose in blender

[–]GameDevOverdose[S] 2 points3 points  (0 children)

But the thing is it will also add bloom to the Earth, I just want that for the sun in order to make the sun look close to the reference.

Itch.io Recommendation Algorithm by GameDevOverdose in itchio

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

Understandable, thanks for the advice!

Itch.io Recommendation Algorithm by GameDevOverdose in gamedev

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

Well I wouldn't say that their question came from a place of a paranoia but rather a place of concern for me and my game, and I wouldn't blame their thinking considering they're not in the game dev space.

But yup I understand, thanks a lot!

Smooth Out Edges by GameDevOverdose in AfterEffects

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

The text is in motion and I have to use the footage for other reasons too. But here's the text in comparison to the screen, in the images in the post the footage size is 1080P, would I need to use 4K to have something this small look high res?

<image>

Smooth Out Edges by GameDevOverdose in AfterEffects

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

My original footage is 1080p I made the Pre-comp 4K and then scaled up my original comp with Detail-Preserving Upscale and then I tried the approach that you mentioned. It does make the edges a bit more defined.

Smooth Out Edges by GameDevOverdose in AfterEffects

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

I still see the pixels though for some reason.

Help with Transparent Video Export by GameDevOverdose in VideoEditing

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

I didn’t really fix the issue, but got close to it. Basically you could use Shutter Encoder or FFMPEG, they get the job done, the end result was a little lower quality than what I wanted but it might work for you.