I like the render quality, look very realistic and well integrated with the plate Physics are quite fucked up in that sim, the shuttle goes trough the building as if it was air, the shuttle should get totally designated by the impact Also the full simulation seems to go in slow motion while the cars and people moves on real time The ground destruction looks cool too, and the concept is interesting
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Peter Sekula has shared a breakdown of a complex Cypress Bark Substance material created in Designer. Everybody needs a tree bark, so create one for your environments.
Time for a complex one. Every environment artist needs a tree bark at some point. Cypress trees are iconic of Italian landscape, so it was fitting to construct one for my Rome: Fantasy Pack I project in Unity and Unreal. It turned out the heightmap came together pretty fast. Getting the albedo to look the way I wanted was the real challenge. Making sure the grey-to-reddish-to-tan transitioning felt right took some time.
My custom nodes, Get Slope and Height Selector, are required for this exercise. Get them here.
The Height Selector isolates pixels in a greyscale heightmap based on their value. Useful for when you want to texture the “tops or bottoms” of a heightmap. The Get Slope node generates a slope texture where black pixels on the resulting greyscale map are considered flat planes and white pixels are considered vertical angles.
Here goes the breakdown from the artist:
Linear Grain is a node I made, but it’s like directional noise. Warp it with a large perlin and a smaller one. This recipe creates a simple wobbly wood grain