Not the ‘logic nodes build’ yet, but there were so many fixes I decided to roll a new one. In case of critical issues updated builds will be released. Previous Build 6 is still available on itch.
Fixed Play in Viewport crashing on nvidia cards. Got a lot of reports on this. If you were affected, please let me know how it runs now.
Screen-space ray-traced shadows: can be enabled in Camera - Armory Render Props - SSRS. Ray Step can be adjusted in Armory Render Props - Advanced - SSRS. This effect is used for small shadowing details, when shadow-map is not precise enough. It works by ray-tracing depth buffer and is available for deferred renderer.
I appreciate simplification with Armory Play and Build into single panel !
Would it possible to organise Armory Project in the same panel?
Compile: Build project, Compile it ( if necessary)
Play: Build project, Compile it and Play it
Publish: Build Project and Clean all ( maybe in a different path so we do not lose the previous builds)
I cannot find and enable SSRS ( OS X® 10.11.6 )
I will test the new features in next days!
Now it works both bundled and addon on my gtx 1070 so these are my first tests on build 7.
First i can see an issue or a limitation, smooth shading don’t applied in viewport.
Then Build failed when i try VGI, i don’t know how to setup this …
I have some features requesting : i would like to suggest to add a proportionnal resize viewport ability.
A double sided option in armory pbr material, and in addition to the remapping navigation keys, an option for the ability to pan the viewport with the left mouse button, and zoom in/out with middle mouse button.
Thanks for the build 7 now i can test armory deeply.
Ok, it’s working for double sided. I was thinking about using two different maps for each sided to make leaves for instance …
I encounter some troubles to achieve a good displacement, could you provibe a tutorial and an example scene to know how much do we have to tessellate the geometry. Is it necessary to subdivise it before tessellating ?? what quality of height do we have to use ?
Otherwise i really like the way armory is working, it’s really fun and cool to use it inside blender. Keep going the great work !
Just WOW! I mean i started following Armory’s development in BA forum since march of last year but had no idea there have been so much update here. Just WOW! congrats Lubos and everyone who helped in a way. this is by far the most exciting thing i’m looking forward to in blender. i really wish i can actively help develop this anyway i can. can’t wait for when this gets released to the public ( or when i can afford it lol ) gonna be stalking this forum very closely from now on. cheers
Nice job - I really like that. It looks very richer than Unity or Unreal wow. Welcome Haxe, Kore/Kha!!!
Awesome job. I really am very excited because Armory is very better than OpenTK / Unity / MonoGame. About wavewfront loads into Kha / Armory = OK 100 % working. C# doesn’t work like my old development with OpenTK and wavefront shows bad single face
It lookes bad from C# with loading obj I created simple cube from Blender. Now I am excited about Kha and Armory works with any formats like blend, obj, fbx and more wow. I can’t believe because Kha/Armory is very powerful than C#. That is why I can’t believe that I never try it.
And how is GUI ( like waxe or haxe-ui embeds with Armory viewport into Canvas ) ?
Does Kha have Gtk 2 / 3?
I have searched longer time with Kore/Kha but I see where is website of Kore/Kha.
Does it have support multiple windows?
I am sorry for my bad English. If you don’t like my bad English?