renderhjs wrote: »
Some bigger issue I noticed myself was the lack of proper filtering especially if you have lots of small uv- shells. So I worked on this light match to view script that will create a shadowmap that I can use to filter out invisible elements from that view in the rendered RTT texture map.
Before it was only removing backface culled faces but not areas outside the camera or hidden by other objects in front. Using this technique there should be a very nice masked area instead of wrapping and looping stuff around like now.
Vassago wrote: »
if any of you whiz's could ever update this to work with Epoly, I'll be your manho. http://w3.enternet.hu/godzola/ScriptSide/
Neox wrote: »
naaaah its time for some disneys ptex implementation into major packages, who needs uvs these days
SimonT wrote: »
MoP wrote: »
What do you mean by "clear Maya's memory" ?
Lamont wrote: »
You know how when you're working on a script for testing and you get old vars/strings/etc. going, things don't work unless you restart. Sometimes I loose focus because I thought something didn't work, but it did after restart of Maya.
kodde wrote: »
Sounds tricky? I set up a scene with Z-depth shader to model my gradient shape instead of using a 2D app with limited gradient controls ^^
Vrav wrote: »
I'd like to see it! Can't guarantee I'd do anything with it at the moment, but would be fun to look at and learn from. Your video looks really nice, is a clever solution. I've just baked such objects to plane as a heightmap for the same effect in the past.