Devlog · tag
groom
3 entries tagged “groom”.
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Somebody Has to Back Up
A floral print on a Blender-built garment renders as flat blobs in Unreal Engine 5.8 because the UVs are degenerate; a Two Bone IK effector offset that leaves the phone at the mouth; an NPC driver who stands up through the roof of his own car; a taxi, a police car and a bus deadlocked on a narrow terraced street; a child MetaHuman with a dark goatee that turned out to be a shadow; and an editor crash in save_asset at ShaderParameterStruct.cpp:643.
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Fallback
MetaHuman hair renders as an opaque white sheet at Epic in Unreal Engine 5.8 when r.SkeletalMeshLODBias=1 puts a close character on a LODSync level whose groom LOD is a mesh; also r.HairStrands.Enable=0 leaving every MetaHuman bald while the profile reported a 1.2 GB VRAM saving, r.HairStrands.UseCardsInsteadOfStrands drawing nothing for grooms with no cards, flat floor-facing Niagara sprites invisible from eye height, standalone screenshots that photographed the intro camera instead of the nightclub, an orange night sky from a sun only 12 to 25 degrees below the horizon, and a GPU hang with DXGI_ERROR_DEVICE_HUNG at 7.5 GB of an 8 GB card.
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A Gap Down Each Side
A Sunday spent on a secret society. Fourteen men who drove themselves in, parked