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>> No.654649 [View]
File: 257 KB, 1920x540, witch-normals-in-game-engine.webm [View same] [iqdb] [saucenao] [google]
654649

>>654517
How are you doing your animations in the first place? Are you using skeletal animation, morphs or a mix of both?
One thing you are probably running into is the problem illustrated in this animation, basically blender/maya whetever is updating the normals very differently than typical game engines do. In unreal you can get correctly calculated normals through the obscurely named option "recompute tangent", I'm certain there exists a similar option for unity. If you are doing your facial animation entirely through morph targets you won't need that (but then you shouldn't need any kind of smoothing in the first place).
Oh and just to mention it the normals aren't updated correctly through skeletal animations because it's impossible in a normal shader setup consisting of vertex and pixel shader, because in a vertex shader you don't have any information about adjacent vertices which you need to recalculate you normals, that's why this is only possible through a compute shader.
Regarding writing a shader for Unity I have no idea how Unity's renderer works so I can't tell how much time it would take to write a shader for it.

>>654518
Thanks.
>>654562
I just sculpt my cloth, but box modeling sounds painful, I guess those sim tools can provide good results if you have time to learn them (Blender 2.8 actually has greatly improved cloth simulation, it looks usable to generate a good base for cloth).

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