Uradamus
Uradamus
Here is a pretty neat terrain implementation that can smoothly transition from a ground close up to a space view of an entire planet! http://proland.inrialpes.fr/ http://www-evasion.imag.fr/Membres/Eric.Bruneton/ Here is a demo...
For what it's worth, you can bake out just about anything in Blender, including the output of procedural texture nodes. Just set up an emission shader fed into your material...
I'm getting this as well with a generic 360 controller. I'm on Solus Mate; on the plus side Mate at least has an applet for inhibiting power saver features (Inhibit...
Will there be a way to exclude meshes when using the depth fog, like was possible in 3.x by setting a mesh to unshaded? This is a very important feature...
> See #56374. Given how controversial this is in practice, I think this needs a dedicated `render_mode` rather than relying on shading mode being Unshaded. There's `render_mode disable_fog` in sky...
looks like the issue tracker decided to interpret the double underscores before and after init to mean I wanted bold text... Ok, found out how to do unformatted text, everything...
It's a real shame this got abandoned. It worked really well for 3.x and since I've been having endless troubles with the GLTF path for getting animation libraries with custom...
Considering the "native" .blend support is just a wrapper for launching Blender in the background and exporting a GLTF using the default settings, it wouldn't make any difference at all....
It seems the visual issues I was experiencing is something that is already known. It seems the issue is that GLTF doesn't offer any way to record bone lengths, since...
I'm having a similar issue. Though I stopped at the point where the hud is implemented, since the game fails to spawn enemies at that point where it says to...