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Simple ideas to improve Imp & other stuff

  • TAPgiles
    Great answers

    3. Overlapping objects. This happens in all engines; the artifacts produced and the circumstances for it happening varies depending on the rendering engine. For example, polygon renderers often have "z-fighting" where each frame a random different one of the triangles is rendered first and so appears on top. Dreams doesn't have that, which is great, but it has its own artefacts.

    In Dreams, there are flecks splatted on the surface of all sculpts. So you're seeing more than 1 fleck in the same spot, because there are literally more flecks being rendered there. Not sure you can really do anything about that apart from either a) not overlapping the sculpts, or b) taking that into account with how you build the sculpts.

    For example, if you give a very slight chamfer toward the edge that will overlap, the surfaces will only overlap a tiny bit at that edge. Depending on how much you're overlapping them, of course.

    4. Multi-clone rotated around a point. The kaleidoscope setting is designed for this. Turn it on before starting, add an edit to set the centre point, then start building your complex shape. May not be exactly what you're looking for, but it may help you.

    5. Non-uniform Stretch. You can actually do this, though it can be a touch janky at times depending on the circumstances. https://youtu.be/O-FDCIak-yU

  • Adrian_Lance

    Thx for your insights TAP,

     

    i was not aware that there is a way to stretch things - ill have to check this out.

     

    Aboutthe cloning/rotation: I think the kaleidoscope is not the same thing. It is useful for symetrical design, where each side has to look the same. I simply had a better handling in mind for general cloning. But since you mentioned it -> it would be cool to be able to set centrepoint anywhere you prefer it.

    For the Z-Fighting: I already tried to chamfer the sharp edges of blocks (so there are not exactly on the same Z-position, but in the engine these tricks do not work so well. The reason for this is the LOD. It works closeup, but few metres away the artifacts come back (in VR-Mode this is much more obvious because of stronger and earlier LOD-steps). If your models have a unique, uneven surface, this problem does not really matter. But i designed for example a square, glossy marbleplate for interiors - which have a flat surface. They are really the worst thing to provoke this optical flaw. The only thing i can imagine to skip this is to create such objects at the size you need them - which brings you back to the troublesome limitations with the thermo. Smaller plates, duplicated and pushed into eacht other to create the illusion of one huge tile was the more favourable solution in my eyes.

    A custom LOD setting for those might do the trick - im not sure about it.  Ah, just give us unlimited graphicsmemory and let us all forget about such problems @MM :) I wonder how the thermo works in PS5 since it has much more memory to offer. 

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