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Thats really cool talk :)
Wow it's so refreshing to see projects inspired by serious cinema and even more literature, most 3D artist I know probably never heard of Tarkovsky and wouldn't go through an Art film that is "foreign", 2.5 hours and has really slow shots. It's a shame, there's so much inspiration out there waiting to be taken from all the brilliant XX century Masters of cinema... Keep up the good work, I really hope to see more stuff from you.
Take a look at a Unity guide by Erik Roystan Ross on how to write a geometry shader to generate blades of grass from an input mesh’s vertices, and use tessellation to control the density of the grass.
The tutorial shared on the artist’s personal website will show you how to write a grass shader for Unity. “The shader will take an input mesh, and from each vertex on the mesh generate a blade of grass using a geometry shader. To create interest and realism, the blades will have randomized dimensions and rotations, and be affected by wind,” pointed out the artist.
Please note that in order to control the density of the grass, tessellation will be used to subdivide the input mesh. The grass will be able to cast and receive shadows.
You can find the guide and project files here.
The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.
Any future updates are included and will be available for download in case they are released. Next episodes are not included.