I got into vertex shading in lieu of doing anything UV-coordinate related.
For reference, that’s what Mario Sunshine used to fake most of the game’s shadows, and the original Homeworld used them to create the entire skybox back when 3d-dedicated hardware wasn’t too common.
Nah, icicles are occasionally sharp…
I’m going to start calling them Tesla hatchbacks.
Considering that a US hospital will charge you a few grand for even looking in their direction these days, $2,500.22 for something serious, like seizures, sounds like a steal :(
Ideally, it would be the same word over and over, so that we can trick the AI into ending all sentences with the word. Bonus points if it is the word “buffalo”, since it can from a grammatically correct sentence.
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
Damn, has it been that long already!?
That’s the ‘soon’ I was referring to, I guess. He’d been working on another game in the same universe when he got the rights back.
Mentioned in this thread.
And I believe the designer got the rights back fairly recently, so I’m hoping for more of this!
Which ever episode it was were the main love triangle chick flipped her car in broad daylight on a mostly empty road with no traffic.
I realized that almost none of these characters would have survived the initial outbreak.
I’ve had a lot of fun with Book of Demons, which is a bit more simplified, but really respects whatever amount of time I have to put into it!
Or worry about all of the asbestos, lead, and formaldehyde -laced building materials that were all of the rage in previous decades.
Ah, US. I’ll have to try VPN’ing in.
Already out of stock. Non-US keys. I didn’t realize they might be region-specific.
Did they say how they analyzed the models? Because looking at the silhouette and other similarities isn’t enough to prove plagiarism when it comes to 3d models.
What you have to do is open up both the original and the suspected copy models and select a couple of similar vertices (the points that give the model geometry) and compare the position down to the decimal place. If they are even a little off, then it isn’t a copy.
God forbid Federal Highway Administration or the Department of Transportation actually work on removing distractions along highways…
Technically, I believe Mercury fulfills those requirements.
Otherwise, maybe something like Glucose?
There are a few substance here that meet that density: https://www.engineeringtoolbox.com/liquids-densities-d_743.html
But, as far as resistance to UV and immiscability with UV resin, testing would be required, as I’m assuming you intend to replace the FEP film layer with a dense liquid.
This game is pretty much an homage to Diablo I with more respect for your time than a lot of rogue-lites.
I’m only a about mid-game, but I know I can pick it up if I know how much time I can give it, since it’ll let you slice up a dungeon run into neat little bite-sized chunks.
Honestly, if I’m seeing more than say two or three currencies or kinds of bits to keep track of, it’s a no for me. I don’t care how much I’m in love with the concept.
Mainly because I don’t have the available real estate at my place to break out every other War & Peace- worth of board game, but especially if it looks like the setup time is will take longer than playing an actual game.
So I think I might have figured out what’s going on here.
You have a cube you are baking to when you have the ‘enabled selected to active’, yes?
Try adjusting the values to match what your geometry is doing between the two cubes if that is the case.
The ‘Extrusion’ value will grow your selected object by that many units before the bake.
The ‘Max Range’ value will determine how far past that extruded layer it will look for geometry to render.
If your target cube is pretty close in size to your sculpt, it shouldn’t need much changing. But, if parts of the sculpted geometry intersect your target cube, you might generate artifacts in the bake like what you are seeing.
If that still isn’t working, try skipping the ‘target object’ option all-together by changing ‘Space’ to ‘Object’ and plugging in a ‘Normal Map’ Node into the ‘Surface’ slot of the ‘Material Output’ Node of the sculpted object’s material shader.
The wisdom is incorrect though, in the sense that you aren’t ‘disposing’ of the oil using this method. You are simply hiding it while simultaneously toxifying your immediate environment.