Actually I wanted to make it "microscopic", to show what can be achieved. Too detailed for a game? Both of us can perform tests with our favorite games. I know that Unreal I has an ugly, already remade in higher resolution, yellow texture that covers all beds--so expect a screenshot soon. Regarding the scaling, no. This was rendered with detail normal. Higher levels make it wood-alike due to the lack of another normal map for hair generation control.
Well I guess these detail setting problems need to be addressed for FXGen to really shine, as resolution independence is one of the strong points of it in theory.
I have made Blur radius setting linear again (but more precise) so if you use current SVN version (compiled by yourself) you may expect such a resolution independency.
Comments
Pretty neat, although maybe
Pretty neat, although maybe a bit to "microscopic" for a game.
Oh and does it scale neatly with different quality settings? Because I recently discovered that for example the "bricks" example does not :(
http://freegamearts.tuxfamily.org/
Actually I wanted to make it
Actually I wanted to make it "microscopic", to show what can be achieved. Too detailed for a game? Both of us can perform tests with our favorite games. I know that Unreal I has an ugly, already remade in higher resolution, yellow texture that covers all beds--so expect a screenshot soon. Regarding the scaling, no. This was rendered with detail normal. Higher levels make it wood-alike due to the lack of another normal map for hair generation control.
Well I guess these detail
Well I guess these detail setting problems need to be addressed for FXGen to really shine, as resolution independence is one of the strong points of it in theory.
http://freegamearts.tuxfamily.org/
I have made Blur radius
I have made Blur radius setting linear again (but more precise) so if you use current SVN version (compiled by yourself) you may expect such a resolution independency.