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About MehdiUBP

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  1. MehdiUBP

    3D Megascancs

    Hello, How do megascans assets work ? Are they very good because of texture size, polygons number ? I'm a bit lost here. Thanks for the help !
  2. MehdiUBP

    Animation IK

    Hey there ! First results of my solver : IK1.mp4 IK2.mp4 Yep, I know that Overgrowth is not real-time, but I'm mostly interested in sharing animations, hence, it doesn't really matter if they're baked.
  3. MehdiUBP

    Animation IK

    This one is pretty interesting too.
  4. MehdiUBP

    Animation IK

    Thanks y'all for answering. I've started to write an IK solver for experience. I'll let you know as soon as it is done. The whole point of me wanting to learn this is that I want to be able to easily transfer animations from one character to another. I'm making games with Unity and Blender and, well, I'd like to be able to get some procedural animation in the loop.
  5. MehdiUBP

    Animation IK

    Hmm, I more or less get the idea. I started a small script to start experimenting. Here it is. What do you think? The leg streches a bit too much. What could be the next step ? Thanks for your answer anyway ! Capture vidéo 2018-03-12 22:05:46.mp4
  6. Hello, I wrote a MatCap shader following this idea: Given the image representing the texture, we compute the sample point by taking the dot product of the vertex normal and the camera position and remapping this to [0,1]. This seems to work well when I look straight at an object with this shader. However, in cases where the camera points slightly on the side, I can see the texture stretch a lot. Could anyone give me a hint as how to get a nice matcap shader ? Here's what I wrote: Shader "Unlit/Matcap" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float2 worldNormal : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.worldNormal = mul((float3x3)UNITY_MATRIX_V, UnityObjectToWorldNormal(v.normal)).xy*0.3 + 0.5; //UnityObjectToClipPos(v.normal)*0.5 + 0.5; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.worldNormal); // apply fog return col; } ENDCG } } } Thanks!
  7. MehdiUBP

    Animation IK

    Hello, I'm very much interested by this conference and the concepts displayed within. More precisely, I'd like to understand their process for animation sharing. Could anyone help me understand how they do it ? Thanks !
  8. Oh ! I get it ! I'll try this very soon ! Thanks a lot ! EDIT: I'll let you know when I have results
  9. Hello, Made some changes, seems to work now. Far from perfect, but at least, something appears Here's the link https://github.com/Mehd6384/Shaders/blob/master/GeometryGrassShaders.shader
  10. Hey, Thanks to the both of you for your answers. Well, I've tried taking in other geometries: If I start with a triangle, the error disappears, but still no visual triangles/quad.
  11. Hello, I wrote a geometry shader in order to render (in the future, grass) some planes. I get a strange error that I do not understand. It says: The given primitive topology does not match with the topology expected by the geometry shader I do not have the magenta error color, but nothing appears in the scene. Could anyone point me my error ? struct v2g { float4 pos: POSITION; // float3 norm : NORMAL; }; struct g2f { float4 pos : POSITION; // float3 norm : NORMAL ; }; v2g vert(appdata_full v) { // float3 v0 = v.vertex.xyz; v2g o; o.pos = UnityObjectToClipPos(v.vertex); // o.norm = v.normal; return o; } [maxvertexcount(3)] void geom(point v2g v[1], inout TriangleStream <g2f> triStream) { float3 lightPosition = _WorldSpaceLightPos0; float3 perpAngle = float3(1,0,0); float3 up_normal = float3(0,1,0); float3 faceNormal = cross(perpAngle, up_normal); float4 v0 = v[0].pos; float4 v1 = v0; v1.xyz += _GrassWidth*perpAngle; float4 v2 = v1; v2.xyz += (0,1,0)*_GrassHeight; g2f o ; o.pos = UnityObjectToClipPos(v0); triStream.Append(o); o.pos = UnityObjectToClipPos(v1); triStream.Append(o); o.pos = UnityObjectToClipPos(v2); triStream.Append(o); } Thanks a lot !
  12. Hola Comrades ! Thanks for your good answers and great ideas. I've made some inspired adjustments. What do you think ? Thanks again !
  13. Hello ! I've been using Unity to make games for quite a while now, and though I've made a lot of progresses, my games always seem flabby, slacky, too soft. And here, I am talking gameplay. The video may help to understand what I mean. Hence the question: What are the pratices used to make a game feel fast, dynamic ? Thanks for all the answers !
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