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Lovely work !
You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly"
do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Crytek has released v5.2 of its popular game engine called CRYENGINE. Working with the community feedback, the company has added some long requested features making CRYENGINE even better.
Let’s take a look at some of the newest features.
Animation: FBX Import Pipeline Support for Materials and Animations
Building upon the FBX Importer support for static meshes in 5.0, users are now able to quickly and easily import materials and full animations. The importer automatically converts and saves all files in the appropriate Cry-formats, thus making the process as straightforward and as efficient as possible.
VCloth 2.0 is a new attachment for the existing Character Tool that gives users vastly expanded options when it comes to placing accurately simulated cloth onto their characters. The initial setup in Maya uses vertex colors to constrain cloth vertices. After exporting the cloth as a skin file, the cloth can then be set up directly in the Character Tool.
Animation: Constraints on Live Characters
This new feature allows users to place restraints such as ropes or shackles on characters that will physically and accurately affect their animations. The rigid body solver now recognizes rigid bodies that are part of an articulated structure and uses callbacks to calculate their contact matrices and apply impulses (based on spatial Featherstone algebra). If some constraints involve pure physical (simclass 2) objects, the character will be simulated in the same group as them. Otherwise, it’ll use an isolated call to InvokeContactSolver.
Content: New C++ Starter Templates
CRYENGINE 5.2 includes 5 brand new C++ based templates for a variety of genres and camera perspectives. The Company has stripped out as much unnecessary code as is possible to give developers a clean canvas that they can achieve their vision on, hence getting started will be fast and as easy as is possible.
For each template that uses a character Crytek has partnered with Mocap Online to provide their default character and a Rifle Locomotion Packto get you up and running with a bare bones mannequin setup.
The Templates include:
First-person camera template
Third-person camera template
Top-Down camera template
Rolling Ball physics template
The company has included some detailed (and highly requested) starter documentation for the CE# framework.
With CryPlugin System the engine will support Plugins that are written in both C++ and C#, and in the same way. These are managed through the new CryPluginManager which is part of CrySystem. With this system it will be much easier for people to extend the Engine and without the need for great C++ skills.
Sandbox: Particle Editor
In CRYENGINE 5.0, the Particle Editor was given its own, brand new, node-based UI. This UI has now been further refined and given a style overhaul to make it fall into line with how the CRYENGINE node-based tools will look in the future.
Rendering: Extended Analytical Occluders Support for SVOGI -BETA
5.2 brings further improvements to the popular SVOGI feature (as seen in games such as KINGDOM COME: Deliverance, MISCREATED and WOLCEN: Lords of Mayhem). For this release the company has greatly extended the usage of analytical occluders, which can lead to major improvements to the quality and resolution of indirect shadows while avoiding some of the common problems of working with voxel-based global illumination.
Rendering: Detailed Screen Space Shadows (DSSS)
5.2 marks the official release of detailed screen space shadows as a fully documented and supported feature. DSSS works in conjunction with regular shadow maps to prevent common problems such as shadow bias and low resolution. This is especially common with character’s faces, where DSSS allows a more performance-efficient way to handle such issues.