dnd 5e – Can Specters move into the ground to avoid Attacks of Opportunity?

In 5e, Specters have Incorporeal Movement which says

The specter can move through other creatures and objects as if they were difficult terrain. It takes 5(1d10) force damage if it ends its turn inside an object.

Therefore, I assume Specters can move through ground as if it were difficult terrain.

Could a specter attack a creature, move into its space and then move straight down into the ground to avoid an Attack of Opportunity? Regardless if it would be intelligent enough to do so, would the AoO happen before it is fully submerged below ground or would the ground protect the Specter?

My guess would be the ground would protect it because once it leaves the 5ft reach of its target, it would be mostly submerged.

dnd 5e – 5e Can Specters move into the ground to avoid Attacks of Opportunity?

In 5e, Specters have Incorporeal Movement which says

The specter can move through other creatures and objects as if they were difficult terrain. It takes 5(1d10) force damage if it ends its turn inside an object.

Therefore, I assume Specters can move through ground as if it were difficult terrain.

Could a specter attack a creature, move into its space and then move straight down into the ground to avoid an Attack of Opportunity? Regardless if it would be intelligent enough to do so, would the AoO happen before it is fully submerged below ground or would the ground protect the Specter?

My guess would be the ground would protect it because once it leaves the 5ft reach of its target, it would be mostly submerged.

unity – Character sinks into ground when switching animations

I originally posted this question on the unity forums, but no one answered my question.
Here it is:

Hello, I have been game developing since May and today I finally figured out how animations work in unity!
But as with everything new in developing, I have problems. Let me just be straight with you. I have absolutely no idea what just happened.
I have a gif you what happens. Why does the character sink like that? Here is my gif and animation image Capt.gif upload_2020-10-12_22-7-37.png

enter image description here

enter image description here

I don’t have any scripts or parameters for testing purposes. I just let it switch automatically. Here are my options for the transition:

enter image description here

Applying for UK visa in US, but bought the ground UPS return label

I am applying for a UK tourist visa in the US, and I directly purchase the return label in the UPS rather than from the VFS, which I believe it’s fine. But I just realized they might not accept “ground service” and I bought a UPS GROUND COMMERCIAL return label.

In their guidance for applying for the UK visa:

“To have your documents returned you must provide a fully addressed prepaid electronic shipping label (we cannot accept ground services and non-electronic waybills). Put your return shipping label and envelope inside the package, and keep a copy of the waybill for your records.”

Did anybody have the same situation? Is that acceptable? Thank you.

virtual reality – What does it mean to develop a VR game from the ground up?

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skybox – How to make Unity ground mix up with sky

I’m building up a scene with Unity, I want the plane to extend far enough and mixed up with sky like the picture showing bellow
enter image description here

The only way I can think off in unity is by creating two plane with 90 degree with each other to simulate this scene, I tried to set solid color for the sky but still there is clear gap between the ground plane and the sky, how do you manage to extend the ground far enough and mixed up with sky?

physics – Upside down ground correction?

I need some help. How would you go about making ground correction for a platformer but upside down(reversed gravity)? I used this formula:”P.Y+=(P.Y-2)%8-1″ but the character just keeps bumping up and down like a pogo stick.

By ground correction I mean checking if the player is inside a solid tile while falling and moving him up(or down in my case) until he isn’t.

dnd 5e – Effects of Consecrated Ground

The paladin’s divine sense ability, and the detect good and evil spell, presuppose the existence of both consecrated and desecrated ground. The paladin ability further suggests one way to create them.

you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Note that by saying “as with” the Hallow spell, rather than “by” the Hallow spell, it is implied that there are other ways to consecrate or desecrate ground. This is further implied by the strict size and shape permitted by the hallow spell but with the DMG description of desecrated ground allowing it to be “of any size”.

Both the spell and the ability reveal that objects rather than areas may be consecrated or desecrated as well, an effect that is not brought about by the Hallow spell.

Thus it is clearly established that while the Hallow spell is one way to produce consecrated or desecrated ground, it is not the only way.

The DMG describes the only effect of desecrated ground as

Undead standing on desecrated ground have advantage on all saving throws

which is noticeably weaker than the effects of Hallow.

I am currently running Curse of Strahd, and would like to have some of the churches be merely consecrated ground, and others be hallowed (which would be a stronger effect).

In particular,

I would like the Church of St. Andral to be hallowed ground when the bones of the Saint are present, but merely consecrated ground when they are not.

Since there does not appear to be a rules description of the effects of consecrated but not hallowed ground, for the purposes of my game I would like to treat consecrated ground as

Undead standing on consecrated ground have disadvantage on all saving throws

(to mirror that of desecrated ground in the DMG)
and

Undead standing on consecrated ground take d6 radiant damage at the start of their turn

(to mirror the DMG description of holy water purifying desecrated ground, to provide a cinematic effect of Strahd zombies bursting into flame as they attack a church, and to provide PC’s a safer zone where they may be attacked by vampires and vampire spawn but at least their foes can’t regenerate)

To balance this second effect I would add the following to desecrated ground:

Celestials who use their Healing Touch while on desecrated ground have it count as two uses toward their daily limit.

Questions:

  1. Is there any description of the effects of consecrated ground already existing in the rules that I have missed?

  2. Would providing these benefits to the consecrated ground at the various holy sites within Barovia disrupt any plot points or unbalance any encounters within Curse of Strahd?

lighting – How can I blow out the background when shooting down for clothing on the ground?

If you are only going to shoot a couple of products then shoot it on any neutral background and send it to an external masking service. They are really cheap, quick and the result is perfect. bright-river.com is just one of dozens of services.

If you refuse to pay anyone else for masking, or refuse to do the masking your self, you must face the fact that you need the background to be back lit. There is no other solution.

The answer to “how” depends on your budget, and the budget depends on the physical size you need.

If your objects are small (like shoes, scarfs, gloves etc), you can just use a tilted softbox as your backdrop and place the product on the diffusion panel. Light the product from above with another flash. Boom. Done. Happy life.

It’s not the most beautiful solution, but it works for lighter stuff. Heavier products will of course sink down and you will have light coming from the sides on the product and make everything look like shit. Then you need to separate the product from the background by using something transparent like a sheet of glass/glass table/front of a glass fridge (done that, been there). You won’t even have to worry about reflections since the background will be to bright.

This is a very “quick and dirty” solution, and that goes hand in hand with the budget. Cheap = dirty. The free lunch still isn’t free.

The main problem you will encounter is that you need to blow out the background to get all the softbox wrinkles and un-even lighting to become evenly white. And when “blowing out” stuff, you WILL have quality issues:

  1. Light straight into the camera lens can lower your contrast and make your product look a washed out. This is much due to the quality of glass in your lens, so if this is cheap – this might be a problem. If the contrast-issues are mild, this can be easily solved in your raw-converter/photoshop, but this takes time and require some software skills.

  2. The edges of your products will not be super detailed, crisp and sharp due to the over exposure that will make thin edge details to disappear.

  3. The sides of your product facing outward will suffer from over exposed rim lights. This is due to a physical fact called the Fresnel-effect where light will reflect onto your product, and this reflection will be 100% the same brightness as your background = over exposed = no details.

So, what to do to get a more professional look?

You need to put the hand in your pocket, bring out the cash and buy a milky white plexi board.

Then you need to light this EVENLY from behind. A softbox is perfect. If the plexi needs to be bigger than your softbox, you need to build some kind of stand for the plexi so it can be floating above the softbox. The bigger the plexi, the bigger the distance, the higher you need your camera to be. And this is the next challenge – how can you get your camera to these heights needed?

If you use a wide angle lens, you save height but loose in a correct perspective. I would say that 50mm is the acceptable limit for what a pair of trousers can take. Wider than that will cause perspective funkyness. 85mm/100mm/120mm is an optimal focal length for a professional looking perspective when shooting from above, but demands a high camera stand.

A cheap solution is to mount the camera on a A-ladder.

You would most probably want to shoot teathered to a computer so you don’t need to run up and down the ladder. You are going to spend most time styling your clothes, and you want to see how it looks in camera ALL the time. What you are seeing with your own eyes have nothing to do with the final image (you are to close to percieve the right perspective, and the strobes are of course creating shadows you cannot see with your eyes).

Thats it.

Good luck!