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.

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

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.
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Before |
After |
Normal Maps, Indirect Lighting & Lightmaps
- Normal maps are now taken into account for indirect lighting with simple lightmaps.
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.
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Tags
| betas | 7 |




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 ?
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