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PoD ( Pictures of the Day )


Alienhead
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My first play around with the SpecGloss.family shader... I can already tell IM GOING TO LOVE this shader set.. Got some awesome ideas in mind. 

pod2.thumb.jpg.d005b06185a9c9a50a1743d146fd96d8.jpg       image.thumb.png.0bb2958afc4173908f306bfc257a4826.png

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I'm only happy when I'm coding, I'm only coding when I'm happy.

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Experimenting with lightmapping.

I disabled the directional sunlight. Placed a box light over the entire map, and brightend it up. I then Placed a probe over my entire city and built GI.  I'm not saying this is the best approach but I did gain about 30 fps over using the SUN light. Plus I go the soft shadow look I was was hunting for so long.

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I'm only happy when I'm coding, I'm only coding when I'm happy.

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More terrain layer blending, this time with a mesh and a matching texture that the mesh uses,  creates a nice subtle blend.

This is what I'm hoping one day Ultra will handle on it's own as it seems to be a most common feature elsewheres.

pod8.thumb.png.a53423706a544240ea3eb8e52fa2a538.png

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I'm only happy when I'm coding, I'm only coding when I'm happy.

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Completely reworked my mud terrain pbr, it no longer uses tessellation ( speed up ),  this is all done with normal, rough and AO.  Also, this scene uses NO SHADOW casting whatsoever. 

pod10.thumb.png.729b1f4ed58124320d28140a0676c535.png

Shadows are so 2010's....  I'm searching for a different kinda buzz.

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I'm only happy when I'm coding, I'm only coding when I'm happy.

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