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Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ).
See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Editor • Support baking high-precision lighting maps to get a better baking effect. Skip rendering when the UI element Opacity is 0. build templates.
Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Here are a few clips of our menu systems and consumables in action so you can get an idea of how they're intended to look - and work! -
Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Many of our friends who've already had a chance to play early builds of Kristala have lovingly referred to it as Cat Souls. and they're not wrong.
This is a clip of the Heider-Simmel animation. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox? What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc?
Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. When batched, the animations from the Advanced Foliage Shader go a bit crazy and make the grass float around. That’s it. When
With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. Rigging / Animation. We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done. link] Programming.
If you've been keeping up with our dev blogs over the past couple issues, you'll know that we've been working hard to come up with a way to create realistic-looking fur for our various animal-like characters. link] Rigging / Animation. Let us know which clip made you laugh the most. Convenient, right? Kristala Bloopers Corner.
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