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**Unity version**: 2021.3.8f1
**Render Pipeline**: HDRP
Hi there,
I've been using the hair system and I'm trying to create pieces of hair with three different colours, from the hair root to the t…
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The idea is perhaps future-looking, but I'd like to bring it up for discussion.
## Motivations
* Reduce the GPU/NPU memory required for completing a use case (e.g. text2image).
* Reduce the mem…
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### Describe the project you are working on
I'm working on a toy path tracer project using glsl compute shaders.
### Describe the problem or limitation you are having in your project
I have multipl…
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**Describe the bug**
Material Graphs has problems currently at the 23.10.3 point release.
**Steps to reproduce**
Steps to reproduce the behavior:
1. Create a project, with default project templa…
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Provide this via an `irr::ext::perf_counter`, get the times via GPU time elapsed query ( actually have two modes to measure elapsed time queries between `start_lap`/`stop_lap`, one for CPU and one for…
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Hey, first thanks for an awesome package. This project is a lifesaver to all (like me) who didn't delve into GPU rendering.
I do have a question tho, in the Anime4K repo there are more options of s…
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### Limitations
Only one light source would be able to cast shadows, and that would be marked with a `shadows: true` property.
Would be possible to allow multiple `Cameras` in the scene, but only on…
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Probably related to #967
While adding godot-cpp 4.0 to [xmake-repo](https://github.com/xmake-io/xmake-repo) the builds for mingw/x86_64 on MSYS2 failed with seemingly no error output:
```console
…
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See video below, using LookdevX (old version), MaterialX Viewer and Graph Editor, all loading the same attached MtlX file.
The Radius1 node drives the thickness of a few Lines. In LookdevX all work…
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**Describe the bug**
I have set up a reactive graph with "source => memo 1 => memo 2" and "memo1, memo2 => effect". When I change the source, then the first memo gets recomputed, the effect gets upda…