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Here is a full showcase of my custom Source 2-like light baking and probe implementation for Unreal Engine 5. Features showcased: - Volume based probe system (full density control, fade between volumes with a volume fade slider, automatic volume priority and custom priority overrides) - GPU Lightmass with expanded...

15,647 просмотров • 23 дней назад •via X (Twitter)

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A closer look on the GSAP powered animations in Webflow. Just from my perspective. In short, it’s way more powerful than I first thought. The more I use it, the more I like it. Of course, there are some parts missing. But it's the first version. There's still a lot to come. For example, custom ease would already make a huge difference. Breakpoints. Maybe a way to add custom functions as sometimes you need to calculate stuff in JavaScript to get complex animations. The biggest part for me is that you can just build the animation inside a timeline. This makes it so much easier than writing it as code. You can fine tune it so much more. When there would be a way to export the tween as code to add some more functionality would be awesome. You can also add custom classes with the timeline, which can then be used in custom CSS to add more functionality. With a bit of custom code you can also use breakpoints for your animations. By using the custom event the animation can be used in custom code which can also be pretty powerful. Didn’t test it so much yet, but would be cool if you could just take the event and use for example the onComplete() from GSAP or other stuff. For example. let mm = gsap.matchMedia(); const module = Webflow.require("ix3"); module.ready().then(() => { mm.add( { isMobile: "(max-width: 992px)", }, (context) => { let { isMobile } = context.conditions; if (isMobile) { module.emit("Mobile Animation"); } } ); }); "Mobile Animation" is the name of your custom event. I hope that part will get more powerful. Something I miss on the timeline is that when you select more actions you can just drag all actions. It would be cool if you could move it frame by frame with the arrow keys, like in Jitter for example. Or just write a specific point like when you have one selected. For now I would further write the code myself, but I’m excited to see where it’s going. Maybe there will be a time where you could animate most parts inside Webflow 🙂 Can’t wait for the next GSAP update!

Eduard Bodak

12,590 просмотров • 11 месяцев назад

THE TRENCHES ARE GETTING HOT AGAIN 💎🔥 (keep reading for something super special) Gem Bot stats for today: 26 calls (22-4) 84.6% win rate on 1.15x+ $MDG (rugged but did a 55x, yes that's a dub in my book) $willy 22.35x Squishy the squirrel - 16x and counting so far from yesterday $LAURA 6.47x almost at 100 users in 6 days. i came into this space as a degen who bought and held coins for the long term (murad mode) and those were my biggest wins: SHIB, PEPE, DOGELON, KISHU, POPCAT, Nubcat, etc. Since then, I have transitioned to being a builder. I realized that leveraging data, machine learning, AI is the key to everything...the key to fostering an optimal environment for memecoins grow in, and organic volume to thrive in. the market has evolved substantially since the early days. The dawn of the era of launchpads has shifted the environment to one underpinned by the democratization of memecoins. While launchpads did solve the issue of lowering the barrier of entry to launching memecoins for everyday people, they have inadvertently created a colossal problem: over-saturation and blatant scamming. In the good ol’ days, you could buy a coin and make 50x within hours since saturation wasn't a problem. Fast forward to today… bad actors have realized the potential of this technology, and have come to dominate memecoin volume (it is estimated that over 90% of memecoin volume is scam volume). They mercilessly flood the market with disgusting scams, which benefit not only themselves but also the platforms which enable them. The only one who faces the brunt of it all, is the little guy…the traders who drive true, organic volume. The people need to realize that organic volume is the one and only, true fundamental pillar of a successful and sustainable blockchain ecosystem. Without it, it is only a matter of time before everything collapses…a ticking time bomb. The fact that the propagation of these vile scams continues to undermine the legitimacy of Solana (and all of crypto/on-chain in general) makes my blood boil. It keeps me up at night and I work relentlessly with my team designing ways to combat this unfair dynamic. It has become my life’s purpose to combat scammers. This is an act of war. We are going to stop at nothing until we defeat scams, and will continue to foster organic volume because it is about time someone stood up for the little guy. hoping to launch the discord today for Gem Bot users. also a discord version of the extension for mobile users is close to being done, so stay tuned for that. there'll be a public (free) and private aspect of it. the goal of the discord is truly to educate people on how to read the chain, determine what is a scam and what isn't, and how to truly win and play this hyper-active game the right way. to celebrate the launch i'll be giving away 3 free memberships, follow, like, rt, comment and bookmark this tweet. tell me actual feedback on what features you'd like to see and what you feel we should add to help you with trenching as things really start to pick up and coins start doing crazy numbers. don't just put "me" or "I want in" you won't be considered. turn notis on, interact and i'll be watching closely and picking winners in 2 days. 💎

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10,806 просмотров • 1 год назад

Working on Sparse Volumetric Light-maps. Thanks to CynicatPro🎃 for pointing me at Unreal's version. In a nutshell it's just another sparse voxel data structure. My implementation is, no doubt, different from Epic Games Store's own. I'm using 4x4x4 probe grid with intermediate nodes having very wide branching factor of 64 as well (4x4x4). I liked the parameters that Unreal is using, of limiting both total memory as well as the lowest level of detail, which is common in sparse grid implementations. Here's Bistro scene with just 1Mb limit. This is roughly equivalent to a 512x512 lightmap texture in 2d, except surface light maps require unique UVs and you typically get very little detail out of 512 resolution texture with a lot of light leaking. There is also no directional response. My implementation encodes second-order spherical harmonics for each probe (9 coefficients), encoding RGB channels as RGBE9995 (4 bytes). So far only worked on the structure, actual bake is yet to come. I've been eyeing sparse voxel structures for a while now, and have been studying them roughly since the GigaVoxel paper by Cyril Crassin but never really implemented anything for the GPU before. I was always the BVH-kind of guy. It's a fascinating topic. --- Stats for the scene: --- Total memory usage: 1.000 MB Node count: 609 Unique probe count: 24,025 Probe reuse: 38.36 % Unexpanded nodes: 15,714 --- Again, note that there is no GI going on here, only the structure of the probe tree and the algorithm for building it from a given scene.

Alex Goldring

11,519 просмотров • 5 месяцев назад