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nemyax

*A:M User*
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nemyax last won the day on March 27 2018

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About nemyax

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    a regular nemyax

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    current

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    Haifa/Luton

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  1. I was hard pressed to find any decent 3D game at https://godotengine.org/showcase. I wonder if the engine is even suitable for anything other than feature demos.
  2. John Bigboote Wouldn't the autoscaling affect the weighted CPs? The results could be ugly at the joints.
  3. HModel::BuildExportModel and HModelCache::BuildExportModel are probably buggy.
  4. TopsyTriceratops My Blender plug imports geometry, UVs and bones from MDL. After import into Blender, you can export everything to FBX, which is very popular. OBJ doesn't support bones, and X is near useless.
  5. I might take a stab at LSCM unwrapping after I've tackled it in my own project, but I'm not promising anything.
  6. I suppose you realise that the tessellation control and tessellation evaluation stages are performed at every frame, unless you employ some post-transform cache trickery. You might be better off precalculating your tessellated surface in the main program. I don't think A:M users really care. For example, when I released the Blender-to-MDL addon, a couple of wows were voiced, and then everyone promptly forgot all about it.
  7. There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.
  8. LSCM unwrapping should be doable with the current SDK. I don't think it has to depend on the core application. But things like painting in 3D do need some serious core support.
  9. pixelplucker Don't get me wrong, I'm all for subdiv rendering in A:M. I'm just pointing out the most obvious implications.
  10. It's a neat idea, but subdivs don't give you direct control over the curvature, so your bias handles would go unused in that mode. Instead, there'd need to be support for a crease factor on spline segments.
  11. It would be great if Steffen posted the snippets that contain A:M's patch subdivision heuristics.
  12. nemyax

    GPU Slave?

    HAMR probably uses the pre-shader era fixed functionality pipeline.
  13. nemyax

    GPU Slave?

    It isn't supported in the sense that the animation engine hasn't been ported over from the 2.7* branch yet. The renderer itself doesn't care what exactly happened to the polygons that are being thrown at it.
  14. nemyax

    GPU Slave?

    robcat2075 Those are reference boards, and vendors don't have to stick to exactly the same specs.
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