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Josh

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Everything posted by Josh

  1. 0.9.8 Selecting an object will no longer expand its entire hierarchy in the scene tree. Added Tube creation object.
  2. 0.9.8 Control + Tab cycles current viewport's rendering perspective. A few small fixes.
  3. 0.9.8 Did something interesting. Let me know what you think.
  4. 0.9.8 Added extra polygons in corners of non-quad brush faces, to eliminate normals seam.
  5. I have the official Cyberpunk 2077 Ultra theme: { "colorscheme": { "background": "#272932", "border": "#0x0", "foreground": "#ffffff", "highlight": "#5c5c5c", "menuBorder": "#333333", "popup": "#c81cdc", "raised": "#3b3b3b", "selectedText": "#000", "selection": "#fdf500", "sliderArrow": "#686868", "sliderTrack": "#666666", "sliderTrackHovered": "#999999", "sunken": "#111111" } }
  6. 0.9.8 (Editor only) Brush faces that have a number of sides other than four will now work with tessellation and edge bevels. I need to add some more polygons at the corners to eliminate the sharp transition in the normals. These faces do not currently have any internal subdivision, like quad faces do.
  7. 0.9.8 Face smooth groups are supported, in the editor only. Only faces on the same brush will be considered in the smoothing. Smooths do not yet work across multiple brushes. Smooth groups are currently incompatible with face bevels. I do not yet understand how these two features will interact.
  8. 0.9.8 Edge bevel setting is now enabled on brushes, currently only works on faces with four sides. Face bevel will close tessellation seams.
  9. Josh

    Materials

    These are the two main materials I am trying to focus on.
  10. Josh

    ENet code

    Here is my ENET code from earlier versions of Ultra. I am no longer using this library but you might find it useful. Networking.zip
  11. Josh

    Graph Paper

    Here is some graph paper you can print out, with major lines every 8 spaces. graph.zip Made with this: https://mathpolate.com/graph/engineering
  12. vec4 nsample = texture(sampler2D(material.textureHandle[TEXTURE_NORMAL]), texcoords.xy); n = nsample.xyz * 2.0f - 1.0f; //Extract normal z if ((materialFlags & MATERIAL_EXTRACTNORMALMAPZ) != 0) n.z = sqrt(max(0.0f, 1.0f - (n.x * n.x + n.y * n.y)));
  13. If the material detects the normal map is using BC5 compression, a flag is set and the Z axis will be extracted from the pixel with this equation (or something close to it): z = 1.0f - sqrt( x*x + y*y ); BC5 uses the same space as DXT5 but since it has only two channels it has more precision to store normals. This page has some more info: https://www.ultraengine.com/learn/pbrmaterials
  14. Josh

    Tess + CSG

    I am learning how to model with this technique. It requires some slightly different technique but so far there seems to be a way to handle everything.
  15. Josh

    Smart Brushes

    Seamless tessellation and auto-bevel shown here.
  16. Josh

    Auto-Bevel

  17. Thanks, this will be fixed in the next build that goes up in the beta branch.
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