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Update from 21.06.2018


pervokpetr

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New update was sent:
- Fixed pubic hairs bug
- Fixed hairworks damping/friction issue
- Fixed hairworks coloring - now much closer to villa hair color in ui
- Fixed villa paticles shadows rendering
- Switched to use latest Oculus SDK (1.26.0) and some change in initialization code
- Added keybinding for DOF called "funcDOF" - search in main11.fx
- Implemented animated textures for hook objects
- Added another shader for eyes - "EyesPass2" and property "fEyeReflectionAmount" in section "EYES"
- A bit redused tessellation artifacts

Animated textures for hook objects
Since hook objects could have several subsets, overriding textures not trivial and require complex parameter in section, after several attempts I finished with such style:
override.SUBSETNUM.diffuse.texture = PATH_TO_TEXTURE
override.SUBSETNUM.diffuse.swapspeed = FRAMES_PER_SECOND
override.SUBSETNUM.normals.texture = PATH_TO_NORMALS
override.SUBSETNUM.normals.swapspeed = FRAMES_PER_SECOND
override.SUBSETNUM.specular.texture = PATH_TO_SPECULAR
override.SUBSETNUM.specular.swapspeed = FRAMES_PER_SECOND

where SUBSETNUM - subset index in hook5 object, also to texture was recognized as animated texture name should contain suffix "_num01" similar to animated textures for villa objects

Alternate shaders for eyes:
I tried get better results with eyes and I moved eyes shading from deffered rendering stage to forward rendering stage the result a different from current version and I decided leave both variants, so to use new shader for eyes, pass name should be "EyesPass2" - with this pass you can adjust Environment reflection strength by parameter fEyeReflectionAmount. Unfortunate this is not that I want - I want eyes shading comparable with cg renders, so I'm think I continue work with eyes someday.

Bad Luck
Completelly failed with PhysX necklace, I could not make this thing stable not matter what I tried, I saw this problem when I worked with hairs more then 3 binded bones in Dynamic Rigid Body of PhysX loose their stability with growing amount of bones, but necklace require much more bones to looks good. This make me think that maybe I should try another PhysicEngine  - tell me what you think about it.

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