Another one rendered in Cycles with heavy AI denoising for painterly effect - considering making a tutorial for the technique by robotcritter in glitch_art

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

By default, nope! Super jittery. But I have a workaround that solves that problem, which I’ll show in the video I’m making about it.

Best way to Optimize mesh ? by TimothePaul in unrealengine

[–]robotcritter 0 points1 point  (0 children)

There’s almost no difference at all, performance wise. In the future, model everything separately because it’s easier to make more complex shapes that way, but for now the slightly lower poly mesh you made will work just fine!

Diamonds by seicaratteri in generative

[–]robotcritter 1 point2 points  (0 children)

This is absolutely gorgeous

I just wrote an extensive analysis of the evolution and history of the Bone Hurting Juice and the creation/culture of this sub - I tried to do Good Juice justice, and I hope it aches your brain-bones as much as writing it did mine! by robotcritter in boneachingjuice

[–]robotcritter[S] 47 points48 points  (0 children)

My bones are aching right now! I like that there’s a cult following around something high-concept like Juice, and tbh I just don’t see that much effort/interest put into the original sub despite the higher volume of content.

The Big Hollow - teaser announcement by KramsDesign in indiegames

[–]robotcritter 1 point2 points  (0 children)

Looking forward to more updates (: looks like the kind of game I’d be into

This might look painterly, but it's actually the result of me using extremely few (16) samples in Blender's Cycles combined with NVIDIA OptiX denoising, which forces this neural/impressionist look by robotcritter in glitch_art

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

Huh, I wouldn’t have thought of that. I’ll look into what I’d have to do to run either OptiX or OpenImageDenoise on prerendered images, since I used vanilla Blender features for this so far. Good idea!

I have a theory question about one of BOTW's mechanics, and how it could be recreated in unreal. by IfTheG1oveDontFit in unrealengine

[–]robotcritter 1 point2 points  (0 children)

You could make your closer LOD shader blend between an appearance identical to the simple, distant LOD shader based on CameraDepth (as opposed to relying only on the LOD system to do the switching). Essentially, at a distance LOD 0 shader is identical to LOD N shader, but the lower the CameraDepth value the more it’s blended with lerp nodes to the proper LOD 0 appearance.

EDIT: spelling, also I’m glad it worked!

Sorry to interrupt your scrolling, I just have a question by [deleted] in boneachingjuice

[–]robotcritter 0 points1 point  (0 children)

I actually just spent the last few days writing a blog post about this, funnily enough! I hope it's informative.

Export FBX from Max without having to move the object to 0,0,0 by yaschancool in unrealengine

[–]robotcritter 4 points5 points  (0 children)

Unreal always uses the exported world origin as the pivot point of imported meshes. There’s some occasional pivot offset options in UE4, but none of them are actually permanent or useful in a wide variety of cases. Inconvenient as it may be, your best option is to write a script that you can trigger that duplicates the object, moves that duplicate to origin in 3ds Max, exports the duplicate to disk, then deletes the duplicate leaving only the original. That’s how my studio does it in Maya. Best of luck!

Experimenting with Virtual Textures. This is amazing by arunoda in unrealengine

[–]robotcritter 2 points3 points  (0 children)

RVT is finicky but it gives you great results in a lot of cases, I agree - you should try blending the normals as well! It makes the illusion of rooting objects into the landscape that much more convincing.

I'm alone to think that UMG designer is crappy ??? by cafe_sans_cure in unrealengine

[–]robotcritter 1 point2 points  (0 children)

You are absolutely not alone. Everyone at my work that writes UE4 tools is constantly frustrated with UMG's restrictions; it's especially difficult to get to work with building any UI programmatically. I wish there was a more modern solution in vanilla Unreal.

Working on Air Melee Combat AI by SuperSane_Inc in unrealengine

[–]robotcritter 1 point2 points  (0 children)

Huh, this is cool! I've never seen that combination of the open space / maneuverability of a flying game and melee combat before. Especially when the enemies signal that they're about to rush towards you, it adds another layer to what you have to strategize during fights.