After a bit of work, we now have a Shadertoy-style renderer which handles internal reflection and refraction for the glass and the water!
I was originally planning on adding caustics (more likely using Guardado and Sánchez-Crespo's method from GPU Gems 1 than by projecting a grid from the light to the ground) and dust (just visualizing how the water particles move), but this is probably enough for now!
Nice overview of the different types of AR tech https://medium.com/super-ventures-blog/why-is-arkit-better-than-the-alternatives-af8871889d6a
There are some useful new features in the Unity 2018.1 beta, so I'll be making some videos about them.
This one is about Unity Hub, a little tool they made to ease the pain of working with many versions of Unity.
Have you got too many versions of Unity lying around?
Do you keep opening your projects with the wrong version?
Unity Hub solves that.
I've written a book last year, "Physically Based Shading for Unity 2017". It recently came out, and it happens to be on sale today.
The print version is discounted to 18$, and if you're in US you'll get free shipping. The code is APRNEW18.
My entry for the Unity3d Neon Challenge:
I modelled it from scratch in Houdini, then lit it and rendered it in Unity.
I'm a programmer, so this is the first real modelling I've ever done. Procedural modelling is fun :D
Great intermediate engine internals/architecture overview of Unreal Engine. Also goes over engine design
So, a bunch of #unity3d Alembic integration improvements were done for Adam parts 2 and 3 demos. Here's a blogpost on those, https://blogs.unity3d.com/2017/12/04/adam-the-evolution-of-alembic-support-in-unity/ and the code is in the branches of this github repo, I think. https://github.com/unity3d-jp/AlembicImporter
Quality deep analysis of spherical points including meshing by @mbr
texel-space-shading with unitys scriptable rendering. 😇 shading happens at 0.1fps, so you can watch the triangle culling and atlas packing happen, which btw is all done on the GPU. https://mastodon.gamedev.place/media/tDalsuKvD6mwbKrFaNI
dear imgui: tabs/docking work in progress GIF (still a couple of small and big issues to fix but it's moving forward...) https://mastodon.gamedev.place/media/s-p-jOn1x0WpQ-hvxmo
Is there any good note taking programs out there with support for math notation / diagramming? Ideally for formula / matrices, and 2D/3D plotting.
Or is this a case of "learn Latex and R you noob" ?
There's a sort of surrealism when you discover that your C# scripts can interpret C# scripts, which can in turn interpret C# scripts. It's turtles all the way down. You can do this in #Unity3D and here's an example of how to:
Only downside is it's not possible on all platforms (iOS being a major one).
I would really like to be able to put a VR camera both outside, and inside the building, in various places, and also with different lighting settings.
I think I'd need also at least one or two LOD levels for that.
Automated Testing of Graphics Shader Compilers https://www.doc.ic.ac.uk/~afd/homepages/papers/pdfs/2017/OOPSLA.pdf
@1000tongues I don't have a script, what I just do is assign Mecanim the ORG bones. The good thing is that Mecanim will remember your set-up. If you import another character using Rigify, it will remember that you use ORG bones and try that on the new character.
I shared my experience in this blog post: http://hypertensiongamedev.tumblr.com/post/167735068380/steps-to-get-a-blender-rigify-rig-into-unitys
Got a huge model made in (sigh) SketchUp to export to a reasonable format, for polyreduction and eventually end up in a Unity scene.
Any tips about exporting from SkecthUp?