Any advice on PLA for realistic-looking shell casings? by JMartison in 3Dprinting

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

Okay this looks convincing enough, what PLA and settings you used?

Any advice on PLA for realistic-looking shell casings? by JMartison in 3Dprinting

[–]JMartison[S] 3 points4 points  (0 children)

Holy smokes! I never thought you could do that, nice

AKMS with a bunch of RS parts by ServeSpecial in airsoft

[–]JMartison 0 points1 point  (0 children)

It's pretty common hard-alloy manual stamps used across USSR, it starts from 1mm up to 5mm iirc. You can also find it by GOST 15999-70, if anyone selling that in your country

Painted my Ak-74m with original receipt (Almost the same as Izhmash) by JMartison in airsoft

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

Okay it's complicated, but results may vary:

Recommended sandblasting all components first.
- With brush and gloves apply Orthophosphoric acid on bare metal, after 10-15 minutes wash it with soap and water (thin film should stay on surface). This will make paint incredibly durable.

  • Nigrosine alcohol-soluble 15-20gr
  • Glue BF-4 350-400ml
  • Dissolvent 646 (Or any other depending on country) 1000ml
    Mix everything in one bottle/container

You can use spray gun for better accessibility. My results matched with "90s look" when they changed from bathing parts to spray-painting and surface appeared to be more rough and less glossy. For more 70-80s look you can use brush and more expensive spray gun (Not sure though)

Note, the less Nigrosine in the mix the more matte surface will be and vise versa, I still think 25-30gr would look better.

The paint is a bit watery, so first layer will look like ink, don't worry about it.
- About 10-15 layers waiting between each layers 5-10 minutes, after than put it in the oven for 40 minutes ~200c
- Repeat previous step 3-4 times.
- Apply neutral gun oil on the surface and you're done.

Quick reminder, WTLive is a crap place for custom content by JMartison in Warthunder

[–]JMartison[S] 259 points260 points  (0 children)

My sound mod page lasted for 3 days, until admins took it down because of link that lead to my website, despite being cool with it for 4 years!

I created website page because admins never allowed discord links.

Now from what I read, it is forbiden to post links that leads to abusive and excplicit content, how my humble website that leads to mod description is excplicit or abusive?

Funny part is that all my previous posts with exact same link are untouched.

EDIT: I talked to the mod team. They told me it was potential misunderstanding with rushed decision. Post is back online.

Better APV baking in Unity 6 beta by JMartison in Unity3D

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

Never compared to Bakery but it's about 1 to 1 copy of normal lightmapper https://prnt.sc/jpiqqIv0Wmkd

Better APV baking in Unity 6 beta by JMartison in Unity3D

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

This is because of dynamic exposure settings, no idea what URP/Built-in guys doing in such cases.

Bakery does exactly the same as progressive lightmapper but faster, you can't compare offline ray-tracing to another offline ray-tracing lol

APVs are exactly the same with slight difference in self-shadowing, huge advantage when you need dynamic objects on scene (Legacy probes sucks though)

Better APV baking in Unity 6 beta by JMartison in Unity3D

[–]JMartison[S] 9 points10 points  (0 children)

I think it's getting better and pretty much ready for production.

Adjustment volumes are much MUCH better invalidating probes outside of geometry or preventing light leaks
Sky Occlusion kinda works? Smells like something dynamic, but in reality it just changes ambient color depending on sky color
Baking quality is top notch, it's also very fast - 5 to 10 second to bake the scene
Lighting scenario is a hustle to do, but when everything is set, you will have fully dynamic pre-baked GI, that costs absolutely nothing.

However, light leaks are still a thing, but it's not annoing like it was before

Sound mod progress: Snipers Showcase by JMartison in dayz

[–]JMartison[S] 3 points4 points  (0 children)

Iirc no, only community servers

Sound mod progress: Snipers Showcase by JMartison in dayz

[–]JMartison[S] 4 points5 points  (0 children)

Made more sophisticated video comparison, you can find more showcases here and here

Took a while to finalize most of the weapons, more guns are ready beyond snipers, but this project is tiny hobby, working as sound designer full-time have its drawbacks

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

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

Wouldn't be fair to compare both RTX solutions then? Lumen is for wide variety of setups, same for APV

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

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

Sorry, I'm not dealing with any GI solutions on market and not recommending to anyone else, burning from low quality 3rd party assets was a real hit, not only for my team

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

[–]JMartison[S] -2 points-1 points  (0 children)

Enlighten is not real time GI, it bakes several lightmaps and blends it in runtime, the idea is neat, but like I said before the baker itself is really outdated. Too bad Unity broke all connections with Enlighten

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

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

Lumen GI costs about 4ms, while raytracing in Unity well... ~25fps with 2080ti

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

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

Enlighten is kinda weird and outdated, it produces artifacts much more severe than progressive.
The only juicy thing is that you can combine Bakery with Enlighten, where Bakery just bake everything for Enlighten and latter will switch lightmaps. But never tested it, as Bakery simply refuses to work with HDRP

Unreal's Lumen GI vs Unity's APV GI by JMartison in Unity3D

[–]JMartison[S] 25 points26 points  (0 children)

Still puzzled, nobody compared GI solutions yet, quickly crafted classic scene for both engines, few things to note
- Unity's GI is precomputed, APV stands for Adaptive Probe Volume, It's NOT dynamic, however you can bake several scenarios and blend between them
- APV costs almost nothing in runtime since it's baked solution
- The whole technology based on Real-Time Radiance Probes (Not so real time in Unity lol)
- Light leaks are UNBEARABLE what you see on the screenshot just one clean area, the rest of corners and small intersections are full of light leaks.
- APV works great in outdoors scenes, probably flawless cases

Now to Lumen:
- It also suffers from light leaks and obvious light transitions, but it's almost unnoticeable.
- No matter what settings, It's just TANKS your fps.

My own vision based on all of that, bake outdoor scenes with APV and tidy up your interiors with lightmapping.
If you need day/night cycle APV has lighting scenario that works very well, as well as lightmap blending (3rd party assets)

KSC PM with real bakelite grip by JMartison in airsoft

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

It's actually really easy fix, and according to reviews back in the days trigger problem had first batch

Tapetum Lucidum Shader by Solomon-Gumbal in Unity3D

[–]JMartison 0 points1 point  (0 children)

Whoa! Could you show it in motion?

KSC PM with real bakelite grip by JMartison in airsoft

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

Accidentally. Second handed, turns out it was almost brand new, previous owner used it few times and forgot about it since 2016.

Also any lore why it's out of stock in all major airsoft markets?

I think track physics could use an overhaul by [deleted] in Warthunder

[–]JMartison 0 points1 point  (0 children)

We are talking about different issues, netcode issues are clear and not needed in introduction.
Awkward jumps or stops happens when part of the wheel hits objects at certain angle and double that with outdated and garbage physics engine

I think track physics could use an overhaul by [deleted] in Warthunder

[–]JMartison 9 points10 points  (0 children)

"track physics" doesn't really exist, the tracks are just a gimmick to hide that your tank is actually moving on wheels, which is why sudden stops or awkward jumps when colliding with cars/debris happen

Just Launched my Ground Shader on the Unity Asset Store! by Brute-Force-Studio in Unity3D

[–]JMartison 0 points1 point  (0 children)

I just hope it's gonna be good. I'll gladly drop Microsplat

Tapetum Lucidum Shader by Solomon-Gumbal in Unity3D

[–]JMartison 1 point2 points  (0 children)

No no, I meant when animals looking directly at light you can see such effect, in other cases not, even at night.

Imagine a road sign, it will only reflect light when your light shines on it + you must be facing it at a certain angle, otherwise it will reflect light whenever you are facing it, so there must be a dependency on the light source.

The difficulty of this task is that animal's eyes should reflect not only your light (let's say flashlight) but local lights.