NokiMo
lsonic
lsonic

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In the meantime...

While I'm puting together the new hair system I took some rest and looked into cloth rendering problems.... well it turned out that the real problem is that unity transparent materials don't really supports recieving shadows and lighting calculations come out pretty ugly... sure it can be done with super high level shader programming knowledge but I don't have it... but yeah -as always - there is a workaround! :) to say it easy I modified my shader to apply some dither pattern where there could be transparency... so I'm checking a pixel and if its transparent and its alpha value is less than a specified controllable value, I'm taking a sample from a dither pattern and if this pattern is black I simply discard this pixel :)

It looks like this:

I know its not perfect but at least we have some transparency and shading works pretty awsome this way! I can finally use normal and metallic maps! Take a look:

And the nice thing is that ambient obscurance really shines in this!

You may have noticed that I made a brand new interface for cloth selection later there will be filters like bras, panties, tops etc...

Now I have to solve the hair rendering then I can release a build... hope this wont take much time!

In the meantime...

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