Quick Finger Collision là add-on nhẹ cho Blender của Zemalate, giúp điều chỉnh xương ngón tay nhanh chóng bằng cách phát hiện va chạm, ngăn ngừa tình trạng lưới (mesh) bị xuyên thủng. Công cụ này hỗ trợ Blender từ phiên bản 4.0 đến 5.1 và có giao diện đơn giản, sẵn có trên Superhive Market.
Vì sao nên đọc: Lập trình viên thiết kế game hoặc mô phỏng động tác sẽ tìm hiểu Quick Finger Collision để tối ưu hóa hiệu suất và chính xác khi tạo các hoạt động tay chân trong Unity, Unreal Engine hay các công cụ mô phỏng 3D khác.
Nguồn: https://80.lv/articles/one-click-blender-tool-for-finger-alignment-to-any-object. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Environment artist Pauline Ferrand details her 15-week Urban Street project, covering her full workflow from blockout in Blender to final lighting in Unreal Engine. She explains her tileable texture creation process in Substance 3D Designer using a big-to-medium-small detail rule, her use of Vertex Color for plant color variation and wind effects, and how she split assets into wall and prop shaders with RGB masks. The post also covers her SpeedTree vegetation pipeline, ray-traced lighting setup, and a Material Parameter Collection trick to switch between dry and rainy scene variants with just two sliders.
Blender 5.2 LTS (currently in beta) introduces a new Thin Wall mode to the Principled BSDF node, addressing long-standing transparency rendering issues. The feature simplifies workflows for translucent materials like paper, leaves, frosted glass, and thin films, replacing the need for Solidify modifiers. A video by SouthernShotty demonstrates how to use Thin Wall, including creating a creepy silhouette effect behind frosted glass.
Yong Su has ported Evan Wallace's classic WebGL Water demo to Three.js, adding enhancements like configurable pool shapes (rounded boxes), a light-follow camera mode, and an extensible object system. The simulation features ray-traced reflections, refractions, caustics, and interactive objects. A live browser demo and GitHub repository are available, allowing users to draw ripples, move objects, and toggle gravity.
Jussi Kemppainen, Lead VFX Artist at Remedy Games, shares how he implemented a lightweight fake global illumination system for his solo indie vehicle combat game Drivers of the Apocalypse. Since baked GI is impractical for a game where vehicles can be hijacked and traverse five different biomes, he built a rolling 16x16 grid of ambient light probes using spherical harmonics. The grid loops toroidally, meaning only newly wrapped probes need recalculating, making the solution nearly free in terms of performance cost.
Artist Michał Mroszczak (ultek) shared a Blender train accident animation with a surprising twist — the train gets destroyed instead of the truck. The artist noted motion blur limitations caused some parts to glitch and rotate unexpectedly during simulation. The assets used are from an upcoming sandbox FPS game the artist is developing.
Chuyển đổi từ pipeline dựa trên Maya sang Unreal Engine 5 theo thời gian thực đã giúp loạt phim hoạt hình The Wingfeather Saga tăng gấp đôi tỷ lệ chỉnh sửa animation (từ 4% lên 10%) mà không tốn thêm chi phí, đồng thời giảm khoảng 50% chi phí sản xuất nhờ các công cụ Blueprint tùy chỉnh, Control Rig, Sequencer và shader NPR theo thời gian thực.
Là người phát triển game hoặc làm animation, bạn nên đọc bài này để hiểu cách chuyển đổi từ pipeline truyền thống sang Unreal Engine 5 không chỉ tiết kiệm chi phí mà còn nâng cao hiệu suất và linh hoạt trong việc tạo ra những hiệu ứng nghệ thuật độc đáo với chi phí thấp.
Anderson Rohr has released his June free mocap animation pack, featuring approximately 6 minutes of crowd reaction animations across 22 clips. The pack supports three skeletons: Rokoko Default, Reallusion iClone, and Manny for Unreal Engine 5. Animations cover actions like clapping, cheering, swaying, posing, and texting, suitable for games, cinematics, VFX, and other 3D projects. The pack is available for free on Gumroad.
Miris demonstrates a WebXR car configurator that delivers HDR-grade material fidelity across desktop browsers, tablets, and headsets like Apple Vision Pro — all from a single 1.2GB source asset with no cloud GPU allocated per viewer. The approach uses spatial streaming instead of pixel streaming, eliminating the linear cost scaling of server-side rendering while avoiding the fidelity ceiling of glTF-based web viewers. The platform conditions the asset once, then adaptively streams detail based on each device's compute capacity and network conditions. 72 configurable paint and door variations are supported. The architecture mirrors video CDN delivery: upload once, serve optimally to every device. A public beta is available.