dnd 3.5e – Flight movement: does the minimum forward speed always apply uphill?

I wrote the question in two ways, before and after the context, both in bold below.

Let's say you have a certain flight speed with average maneuverability. Speed ​​is not important. You have a minimum feed speed (MFS) by half, an angle of 60 degrees and a speed by half. Imagine that you start to climb. Aside from the start of your climb (where you have to fly regularly for a maximum of half a distance before climbing), does the MFS still apply if you continue to climb the next lap? If the minimum forward speed applies during the climb (moving at your "speed"), then you implicitly need a full double movement to go up to 60 degrees, and in general you can't go up to 60 degrees (math below).

For 60 degrees, the standard trig triangle has a hypotenuse of 2 and a base of 1. In terms of D&D, no matter how far you go at 60 degrees, you fly up to half that distance. Therefore, if your climb speed is half, flying at half your speed at 60 degrees means that you are only flying a quarter of your forward speed, which does not respond to the minimum forward speed of half.

It is not difficult to see that flying at 60 degrees in this logic requires a double movement, and you must use all your movements to reach the minimum forward speed (a double movement at half speed is at full speed along 60 degrees, which means you moved half). forward speed).

Otherwise, for a single movement action, you are limited to much smaller angles of ascent, if that is even technically possible in the rules. For example, with a flight speed of 60 and average maneuverability, you can still move forward from 30 and over 15. Again, that doesn't really say whether or not you can climb to lower angles, but I wouldn't see why.

So, is this implicit logic correct, or is climbing supposed to be a different mode of motion whereby the minimum forward speed should not apply?

Copy the Sharepoint sub-folder (template) and apply copy permissions

Is there a way to modify this script here:

https://sharepoint.stackexchange.com/a/263621/89177

be able to copy / create and apply perms to subfolders? (For example: https://micrososft.sharepoint.com/sites/hgs_demo -> LibraryName -> Template Folder -> SubFolder 1 etc?

I tried to modify the variables, but it doesn't seem to be able to "find" subfolders.

TIA
Phil

ACF – Apply a custom field to all child categories

Is there a way to apply a group of fields to all child categories of a certain category?

Can I apply a proofreading experience on a naive critical actor directly? Should it work? [closed]

I tried but unfortunately it didn't work.

matrix – Apply Outer to the list of matrices and vectors

I have a list, M, of square nxn matrices, {M1,M2,M3,...}, and a list, V, of vectors nx1, {v1,v2,v3,...}, and the corresponding transpositions of these vectors {r1,r2,r3,...}. I'm trying to form the matrix
{{r1.M1.v1, r2.M1.v2, r3.M1.v3,...},{{r1.M2.v1, r2.M2.v2, r3.M2.v3,...},...}

It looked like a method using Outer would work, like:

Outer(Transpose(#2).#1.#2 &,M,V), which should then only be a two-dimensional matrix of scalars.

However, I think this poses a problem because the lists M and V are themselves technically lists of lists (M being a list of matrices, V being a list of vectors), and therefore the outside is distributed in the sublists, rather than doing the calculation I want and it ends up being a large object. I tried to play with various flattening schemes, but I didn't quite understand it – help on how to implement this feature (Outer is it even the Correct functional tool to use)?

Can I apply for a Schengen visa in a country where I am not a citizen? If so, under what conditions?

We have met this requirement.

My partner was on an interim work visa for one year which was about to expire along with his passport.

She went home and around the same time we were invited to a wedding. She applied locally in her country and waited about a month for an appointment.

While waiting, she applied for and obtained a provisional visa for the country in which she previously stayed, so that she could then return legally.

When she applied for the Schengen visa, they did not accept and said that she should return to the country in which she was staying even if it was on the other side of the world, without compromise.

pbr – How to apply the filmic / aces tonemapping in the rendering (before the post-process)

Tone mapping, as I understand it, maps the light levels rendered along a curve, so that very bright parts of the scene can always have details and not be blown out (all white) by bright light.

I see in babylonJS that the “post-processing” pipeline has a tone map offering optional ACES (similar to unreal). However, there is a huge difference, from what I understand, if you're trying to take a “ totally overexposed '' picture. and the “ post-treat '' & # 39; & # 39; compared to the mapping of the actual illuminated texture values ​​on a curve BEFORE outputting the color.

So in the babylonjs examples, I see this code:

var pipeline = new BABYLON.DefaultRenderingPipeline("default", true, scene);
scene.imageProcessingConfiguration.toneMappingEnabled = true;
scene.imageProcessingConfiguration.toneMappingType = BABYLON.ImageProcessingConfiguration.TONEMAPPING_ACES;
scene.imageProcessingConfiguration.exposure = 1;

but I don't want to apply a curve to the color values ​​AFTER the information is already lost because it was blocked. I want to apply bright light and display the full range of details.

So, do we have a "real" tone mapping in BJS where the values ​​are calculated as floats and mapped to a curve, or do we only have a "here are the RGB 0 – 255 pixels" and then somehow modify them with a post-process of “curves” function?

So the question is, how do you make the tone mapping happen at the color space, not as post-processing?

Apply for a visa with an expired permesso

I have a permesso di soggiorno expired, already 2 years ago, is it possible for me to apply and get a schengen visa?

Netherlands – How to apply for a Schengen multiple entry visa for 1 year

I have already visited the Netherlands on a single entry Schengen business visa. As I work remotely with a Dutch company, the company wants me to visit them several times a year. How to apply to the Embassy of the Netherlands for a multiple year visa? Can I explicitly apply for a one year mul visa in a cover letter or let them decide how long is best for me? Since it takes me a long time to book an appointment every 4 months and repeat this hectic Visa process.

How to convince the embassy that I have real intentions?

I also have a valid UK visa for 6 months.

unity – how to apply the Image effect only on a specific part of objects?

Using GrabPass

GrabPass is a special type of pass – it captures the content of the screen where the object is about to be drawn in a texture. This texture can be used in the following passes to perform advanced image-based effects.

Just GrabPass {} captures the contents of the current screen in a texture. The texture is accessible in other passages by the name _GrabTexture. Note: this form of capture will do the long screen capture operation for each object that uses it.

GrabPass {"TextureName"} captures the contents of the current screen in a texture, but will only do this once per image for the first object that uses the given texture name. The texture can be viewed in other passages by the given texture name. This is a more efficient method when multiple objects use GrabPass in the scene

GrabPass{ "_GrabTexture" }

Initialize the position and enter the position in the shader:

    v2f vert(appdata_base v) {
        v2f o;
        // use UnityObjectToClipPos from UnityCG.cginc to calculate 
        // the clip-space of the vertex
        o.pos = UnityObjectToClipPos(v.vertex);
        // use ComputeGrabScreenPos function from UnityCG.cginc
        // to get the correct texture coordinate
        o.grabPos = ComputeGrabScreenPos(o.pos);
        return o;
    }

pixelation results:

    float _PixelSize;
    sampler2D _GrabTexture;

    float4 frag(v2f IN) : COLOR
    {
        float2 steppedUV = IN.grabPos.xy / IN.grabPos.w;
        steppedUV /= _PixelSize / _ScreenParams.xy;
        steppedUV = round(steppedUV);
        steppedUV *= _PixelSize / _ScreenParams.xy;
        //Sampling GrabTexture according to screen capture positon, tex2DProj is equivalent to tex2D (grabPos.xy / grabpos.w)
        return tex2D(_GrabTexture, steppedUV);
    }

here is our pixelated shader:

Shader "Custom/Pixelate"
{
    Properties
    {
        _PixelSize("Pixel Size", Float) = 10
    }

    SubShader
    {
        Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" }
        Blend Off
        Lighting Off
        Fog{ Mode Off }
        ZWrite Off
        LOD 200
        Cull Off

        GrabPass{ "_GrabTexture" }

        Pass
        {
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct v2f
            {
                float4 pos : SV_POSITION;
                float4 grabPos  : TEXCOORD0;
            };


            v2f vert(appdata_base v) {
                v2f o;
                // use UnityObjectToClipPos from UnityCG.cginc to calculate 
                // the clip-space of the vertex
                o.pos = UnityObjectToClipPos(v.vertex);
                // use ComputeGrabScreenPos function from UnityCG.cginc
                // to get the correct texture coordinate
                o.grabPos = ComputeGrabScreenPos(o.pos);
                return o;
            }

            float _PixelSize;
            sampler2D _GrabTexture;

            float4 frag(v2f IN) : COLOR
            {
                float2 steppedUV = IN.grabPos.xy / IN.grabPos.w;
                steppedUV /= _PixelSize / _ScreenParams.xy;
                steppedUV = round(steppedUV);
                steppedUV *= _PixelSize / _ScreenParams.xy;
                //Sampling GrabTexture according to screen capture positon, tex2DProj is equivalent to tex2D (grabPos.xy / grabpos.w)
                return tex2D(_GrabTexture, steppedUV);
            }

            ENDCG
        }
    }
}

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1. Make a secondary camera

2. On the second camera, in Clear Flags, set it to Don & # 39; t clear

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Using the control pad

we know that the GPU can operate in parallel. But what about communication between CPU and GPU? Does the processor have to wait for the GPU to finish the job before it can receive new commands?
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No! because this communication would create bottlenecks (for example, when the processor cannot deliver orders fast enough) and make parallel work impossible. or how much data can be processed at one time.

The solution is a list where commands can be added by the CPU and read by the GPU – independently of each other! This list is called: Command buffer.

The command buffers contain the list of rendering commands ("define the rendering target, draw the mesh, …"). They can be configured to run at different points during camera rendering (see Camera.AddCommandBuffer), light rendering (see Light.AddCommandBuffer) or run immediately (see Graphics.ExecuteCommandBuffer).

The command buffer allows the CPU and GPU to operate independently of each other. When the CPU wants something to be returned, it can push this command to the queue and when the GPU has free resources, it can remove the command from the list and execute it (but the list works like a FIFO – so the GPU can only take the oldest item from the list (which was added first / earlier than all the others) and work on it).

By the way: there are different possible commands. One example is a draw call, another would be to change the render state.

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https://vulkan-tutorial.com/Drawing_a_triangle/Drawing/Command_buffers

https://developer.nvidia.com/engaging-voyage-vulkan

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Let's start using the command buffer
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Hiding part of the character with a sphere:

 Stencil
     {
         Ref 1
         Comp Always
         Pass Replace
     }

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create an order:

var commandBuffer = new CommandBuffer();
commandBuffer.name = "pixelate";

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Temporarily copy the rendering result to the rendering texture:

  int tempTextureIdentifier = Shader.PropertyToID("_PostEffect");
        commandBuffer.GetTemporaryRT(tempTextureIdentifier, -1, -1);
        commandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, tempTextureIdentifier);

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Apply the rendering result to the material to which you want to apply image effects:

commandBuffer.Blit(tempTextureIdentifier, BuiltinRenderTextureType.CameraTarget, material);

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Release the temporary rendering texture:

commandBuffer.ReleaseTemporaryRT(tempTextureIdentifier);

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Save where you want to add the command buffer
Below is a high-level overview of how cameras use the forward or delayed pipeline to render a scene in Unity.

  • The black boxes represent an internal Unity process. The blue boxes represent
  • a CameraEvent where you can add control buffers.

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camera.AddCommandBuffer(CameraEvent.BeforeImageEffects, commandBuffer);

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add image effects where Ref is equal to 1

   Stencil
    {
        Ref 1
        Comp Equal
    }

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adding color to the pixelated area

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More examples!

pixelation of specific objects

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grayscale where this is not equal to Ref 1

Stencil
{
    Ref 1
    Comp NotEqual
}

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The references:

Render Hell – Book I

【Unity】CommandBuffer とステンシルバッファで特定のモデルにモザイクをかけてみる