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Found 4 results

  1. UNIGINE - Wheat Field

    Quick project I put together to learn Unigine. It was really fun experience, Unigine is now my primary engine I guess. Main idea come from Koola's video, wheat was created following Quixel's tutorial for UE4, but it was also possible to do the same in Unigine. Real-time raytraced environment, everything is dynamic, settings are maxed out, also there's no bake =) Video was interpolated (from 30 fps to 120 using RIFE) and there's bunch of artefacts so if you want to see original here it is - https://drive.google.com/drive/folders/137RFqq6MotSwLPapPR351au4Pej1MbXb?usp=sharing Everything (except clouds and wheat textures) were made by me, windmill is animated and has around 3k tris. Hope you like it! Also you can see it on Artstation (I also uploaded a video and don't know how to attach it here) - https://www.artstation.com/artwork/GaYzP1
  2. Hello, I am adding reflection of wet surfaces in our application. We observed some artifacts on clouds, while rendering an environment probe with one face per frame. When switching to 6 faces per frame it looks normal, but it is too heavy in computation. What is your solution for this? There is a video in the attachement. 2020-09-04 08-51-16.mkv We did also observe that the start ray for screen space reflections gets more and more incorrect with increasing distance. It appears like the reflected object is going to vanish towards the horizon. When objects have not much space above the ground they won't appear in the reflection anyway only at close distance. Is there a way to do it more accurate than the standard project? There are two screenshot in the attachment, one far away and one close.You can see the missing plate of the material ball clearly. Software version is 2.11.0.2 Thank you for your help
  3. In Unigine 2.1 the Atmospheric scattering was refactored (and it looks awesome) But in our product, we have spherical planets. So we can't use the default atmospheric scattering. We have a custom implementation of this feature. However we would like to use an environment texture or at least a global ambient light to prevent shadows from being just plain black. In previous versions of Unigine we simply set <render_scattering>0</render_scattering> But now, with the new system, in order to deactivate the atmospheric scattering, we have to deactivate environment texture at the same time ! <render_environment>0</render_environment> On the long run, we will probably implement a custom global illumination. But for now I can't find a way to have a basic global illumination without the features of your new scattering that does not work for a spherical planet. Any idea on how we can achieve such a feature ?
  4. Gloabl Lighting

    Hi, this is my picture and this one from TERA How do I adjust the lighting of the world, to get a similar image
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