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Swade

@swadeart

Senior Technical Artist, 3D Artist, Illustrator

Katılım Temmuz 2011
256 Takip Edilen209 Takipçiler
Swade
Swade@swadeart·
@ArtOfPilgrim I think most of the complexity here is in how the effect needs to be applied. Can the user ‘draw’ it? Or is it something we can place (ex: a growing fungus that has the same effect but can be placed by the env artist).
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Swade
Swade@swadeart·
@ArtOfPilgrim A lot of growth effects are easier solved in reverse. The asset you author is the end point and then you use a shader to flatten it. You can still use displacement via texture but the texture you include is actually the final, and then in the shader you transition 0 -> texture
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Swade
Swade@swadeart·
@FrieNDA_2 @LuzianoArts Generally Nanite will only produce perf savings if your game was triangle bound: a lot of games aren’t. As you say they’re usually shader/draw-call bound In that case it’s really just a workflow improvement, you get LODs without needing to model them It saves time, not perf.
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Swade
Swade@swadeart·
@FrieNDA_2 @LuzianoArts I also think b/c Nanite can handle so much geometry people go down a path of using lots of bespoke assets (scans, unique sculpts etc) vs. older techniques like trims/tiling/kits So you wind up with more draw calls than you can afford even though you can “afford the triangles”
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Swade
Swade@swadeart·
@henningsanden I have on several occasions tried to find an answer about something in Houdini, only to see a thread where someone is asking the exact same question…only to realize it was me asking several years ago and nobody answered
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Swade
Swade@swadeart·
@LordNarvi @jtimsuggs The design of the Solo version was so clean it approached distracting for me. Like how the heck is he keeping a working spaceship “showroom” clean? 🤣 I wish the film had nodded to that “impracticality” more “He doesn’t fly it Chewie, he just rubs it with a diaper”
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Swade
Swade@swadeart·
@LordNarvi @jtimsuggs 100%. Is it how I would build the set? No. Could I see Lando doing it? Absolutely. Would I have enjoyed a scene of it had it been in the movie? Immensely.
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jacob
jacob@jtimsuggs·
Absolutely insane to look at what Han and Chewbacca did to the Millennium Falcon in just ten years
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Swade
Swade@swadeart·
@jtimsuggs “Welcome aboard the Millennium Falcon, can you take your shoes off please?”
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Swade@swadeart·
@jtimsuggs What I disliked the most about the Solo version was the floor. Compare it to any Imperial hangar, which we know has cleaning droids. I felt like it passed from “clean” into “impractical”. It is funny to imagine Lando asking everyone who comes aboard to wear booties though
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Swade
Swade@swadeart·
@EZE3D Used to work with a guy at Microsoft who made more than his MS salary with what he described as “very custom” stuff for Second Life He tried to convince me to work with him but was very cagey about what he actually made, saying, “I sell to individuals you can’t list this stuff!”
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Swade@swadeart·
@BjorkBrodern To clarify I’m not saying this is a “good” technique for fences just that it’s by far the most common way to do it. The wood still comes into contact with water meaning you get 15-30 years before it rots even if it’s treated.
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Swade@swadeart·
@BjorkBrodern Fences absolutely. It’s falling out of fashion for decks because you can now do plastic blocks (camo, tuffblock, eurotec) which solve the ground contact issue and are fast to install. At ~$10/block they’re a competitive price with concrete (depends on the concrete/quantity).
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Birch Brother 🪓
Birch Brother 🪓@BjorkBrodern·
I keep seeing American DIY instructions where they pour a concrete foundation for *anything* and then place wooden posts in them, Im starting to think it is bait or some typ of elaborate hoax. Surely it can't be an actual construction technique?
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Swade
Swade@swadeart·
@kvbrd_YT @FR3NKD So if it’s related to parallax occlusion mapping it must be something unique. Maybe they’re doing it in screen space? Literally moving the pixels for the entire screen based on a combo of depth, normal, and height?
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Swade@swadeart·
@kvbrd_YT @FR3NKD It has the “stepping” I would associate with POM but all the implementations of that I’ve seen usually only affect pixels within a surface. So the silhouette is unchanged, which is why it gets used on terrain and often gets a “border” around it to disguise the effect
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FR3NKD
FR3NKD@FR3NKD·
Crimson Desert has this surface shader.. It has a transformative effect on the game visuals and it's seemingly applied to every object in the game. It doesn't look like tessellation, it appears to have artifacts from a screen-space effect. I believe they are using the height maps from every PBR material in the game to create some sort of screen space displacement mapping.
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Swade
Swade@swadeart·
@ThatNgonGuy I once worked on a project for JPL and had an overwhelming desire to include an easter egg in the texture somewhere. But I chickened out because I figured I could get in a lot of trouble as it’s a government agency We already had a bunch of rules on that project related to that
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Jordan Cain
Jordan Cain@ThatNgonGuy·
Side note: Before I started manually adding smiley faces to my models, I tried to sneak the Polycount greentooth logo (shown here) into all of my models until one of my employers told me I had to stop for legal reasons. So in protest, I switched to smileys in my topo 😁
Jordan Cain@ThatNgonGuy

Did you know @marmosetco has a sticker projection mode that wraps decals to the geometry? Great for getting stamps and other details to go around corners seamlessly.

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Swade
Swade@swadeart·
@JonDoyleDesign To me the best example of what DLSS is actually doing is this brief environment shot. Where it’s taking a warm, directionally lit scene with cast shadows and changing it into an overcast/ambient scene DLSS did not “enhance” the lighting, it replaced it with a different look
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Swade@swadeart·
@games_inu What was your technique for the raked gravel? I’ve been working on a version in UE5 using distance fields (so it’s effectively dynamic) but been hitting constant issues with it due to fidelity of the distance fields and changes between engine versions.
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Inu Games
Inu Games@games_inu·
Zen garden WIP #UE5. The rocks were photoscanned in the early days of UE5.0 preview, as a test for Nanite. For various reasons, the captured textures weren't good quality, so I remade them now. I also reduced the poly count from 500k-1M to the reasonable 5-15k. Feeling happy!
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Swade@swadeart·
@SammShoyu @Acerola_t “We analyzed billions of images and determined that, statistically, it’s usually cloudy outside” “Ok but sometimes it’s sunny and I want it to sunny in my ga-“ “Nope! Overcast! 53% of our training data is overcast now all games are overcast! Realism = what’s in the data set!”
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Swade@swadeart·
@Acerola_t DLSS seems like an odd name choice for sure. A lot is being altered in terms of artistic intent. I get they’re trying to focus on faces but this outdoor shot was jarring: These are two totally different lighting setups. Ignoring a “better/worse”, this changes sunny to overcast.
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Acerola
Acerola@Acerola_t·
I've never spoken poorly of dlss because it is an incredibly powerful tool (when not used as a crutch obviously) but this just isnt actually dlss anymore it is something completely different using the same name
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