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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 This alpha doesn't include official builds with.NET 6 support yet, as we still have more work to do to enable this. For users of previous alphas, we don't always have compatibility code to ease transition. alpha builds. for instructions.

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How to color triangels in custom Mesh?

Cocos

Also the color value alpha values needed to be added. I am not sure about why in builtin-standard effect vertex color is not applying, but when I tried builtin-unlit effect in hexmap material, it seems to be working. Here is the demo project. hex-map-sample 2.zip zip (402.4

Mesh 52
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Use 3d model as base object of particle system?

Cocos

Hi, I’m trying to use a simple 3d model (with a cube-mesh & material of effect “bultin-standard”) as basic object to be emitted in particleSystem My approach was to set “Render>RenderMode” to “Mesh” and fill the “Mesh” & “CPU Material” as I wanted The problem is the material won’t let me replace it if new material doesn’t use effect as (..)

Mesh 52
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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Parallel mesh processing for instance data generation. Better GPU utilization using batched vertex data processing for dynamic meshes.

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3D Content Interoperability with Topology-Free Modeling

Nvidia

Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This mesh can be modeled like traditional clay with a vast array of tools, giving modelers more freedom and flexibility in their work. This is similar to the limitations of physical sculptures.

Content 92
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Does Spine work with USE_INSTANCING?

Cocos

Maybe spine outputs skinned meshes that don’t support instancing? The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed. Nothing special, but I’ve attached it below. I’m wondering if it’s user error, or working as intended. Either way, thanks for your time! Cocos version: 3.8.1

Texture 40
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Fixing tangents for accurate normal maps

Mircosoft Game Dev

The new CSG nodes lacked support for generating the tangents, there were orientation issues when importing Collada or glTF files, and the new primitive meshes reversed the direction of these. We spent a great deal of time over the last week going through all these issues and correcting them.

Mesh 52