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UDK beta de agosto

Como nos tiene bien acostrumbrados Epic Games acaba de publicar la versión beta de kit gratuito de desarrollo UDK , de Agosto, las principales novedades de esa nueva beta son las siguientes:

Scaleform pipeline improvements
Improved motion blur
New detail lighting view mode
Recompile materials directly from Content Browser right-click menu
New character indirect lighting controls
Better hair lighting

Scaleform GFx

  • Scaleform GFx 3.3.85 is now merged in and all UDK UI is GFx-based.
  • Made many improvements and fixes to the Scaleform import pipeline.

Point Light Shadows

  • Whole scene shadows for point lights are now supported.

Precomputed Visibility

  • Precomputed visibility allows occlusion on platforms that don't support hardware occlusion queries.

Motion Blur

  • The quality of Motion Blur has been significantly improved without a performance loss.

MotionBlur (625×501)

New Detail Lighting View Mode

  • Replaces diffuse and specular color but keeps all other material parameters like normal map, opacity mask, two sidedness, etc.
  • Useful for viewing lighting without material diffuse color influence.
  • Lighting-only view mode is still useful for looking at lightmap artifacts and compression.

Character Indirect Lighting

  • Added new controls for fine-tuning runtime indirect lighting settings on characters.
  • Added distinct controls for both lit and shadowed environments.

Indirect Lighting

Hair Lighting

  • Implemented a new, single-pass technique for translucency lighting.
  • Previous technique relied on multiple passes, which over-brightens on multilayered objects, such as hair.
  • The single-pass technique uses about half the number of shader instructions as multipass lighting, so hair will be much cheaper.

Before

After

Normal Maps, Indirect Lighting & Lightmaps

  • Normal maps are now taken into account for indirect lighting with simple lightmaps.

Before

After

Other New Stuff

  • Can now recompile materials directly from the right-click menu in Content Browser.
  • New texture streaming system saves memory and prioritizes textures more effectively.
  • Added limited support for importing non-power-of-two (NPOT) textures into the editor. MIP maps are not allowed, and image dimensions must be divisible by four for DXT compression.
  • Vertex normals are now correctly saved with static meshes exported as OBJ files.
  • Terrain export now supports holes.
  • New ContentComparison commandlet helps optimize content.
  • Lightmass static shadows now have texture space filtering on by default, which smoothes out aliasing.
  • Material editor Undo and Redo are now much faster.
  • Added multiple camera offset support for particle modules and camera offset support for mesh emitters.
  • Spawn at bone/socket now allows rotating mesh particles to the orientation of the bone/socket.

Joder que buena pinta tiene, quiero ver videos de esto
PD: Que par de eggs tienes Xeno, a mi me echaron la bronca por no traducir 4 palabras en una descarga (Author, Name, ScreenShot, y link not available)

¿ Quién te echó la bronca ?

Creo que fue Zombieke (no se lo digas que me mata )

joas ZombiekE está en el quinto pino ahora mismo , noruega o ? finlandia o por ahi jas ,

Madre mía… Que pedazo de motro gráfico. Ojalá supiera hacer cosas de estas para poder ver las posibilidades que tiene

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