Hello all -Does anyone know how to edit the shades of white (!) of the text from the NLA editor ? The very subtle variation in text color is the only way to distinguish the currently selected object, hence I'd like to make it stand out way more.
another caveman said:
(@LuisCherubini) Is your geometry a single element? If you give it a seam you don't find your desired normals? https://ubisoft-mixer.readthedocs.io/en/latest/Has anyone given this a try?Any feedback? Any collaborative 3d tool to recommend other?
@Camille_Meehan Looks like inconsistencies in the mesh shading properties. Try recalculating the normals, marking the faces with shade smooth, clearing sharp edges and setting the per-object auto smooth value to something above 45°.Below are some links to the official documentation that covers each operation:https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/normals.html#recalculatehttps://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/shading.html#shade-smoothhttps://docs.blender.org/manual/en/2.80/modeling/meshes/editing/edges.html#mark-sharp-and-clear-sharphttps://docs.blender.org/manual/en/latest/modeling/meshes/structure.html#properties
on imported models you might want to clear custom split normals
Heya -That's not my point. By wondering about facebook posts by random people and also by not linking to the actual source of the statement, you are greatly increasing the chances of confusion on the topic. It's now easier than ever to get access to information, so why not making the small effort of contacting the BF to get *actual* clarification on what you are wondering about ? Also who knows if by "Blender Add-ons" they mean the ones shipping with the app by default, or third-party ones.My point overall is that by just "discussing" things (posting on FB, forum threads, and so on) without any solid statement from the actual source, no one really gets any wiser since everything can lead to misinterpretation. So why not go to the source instead, and *then* share your findings ?
this is probably one of the worst uvs ive seen for a cube but anyhow the problem youre having is that the uv shells are packed to tightly, and as soon as the mipmaps kick in you will start to see artifacts - see: http://wiki.polycount.com/wiki/Edge_padding
Because the gap between the uv patches is too small. Neighbour pixels bleeds into the uv patch. That's the bleeding part that kio is talking about. Leave at least two pixel space that is not covered by an edge between the UV patches.
And because every single face is mapped as a single UV patch. As much as necessary but as few as possible.
Tiles said:This can be done with mark seams and then do an unwrap. I would suggest also to test the method conformal. It can give better results than angle based with geometric shapes, but no guarantee.
Mh, another idea, this is a normalmap isn't it? What is the shading of the model? Smooth or flat?
I still think this could be a bleeding problem. But that's easy to test. Increase the margin and look if the problem goes away.
Texture filtering can be set per texture in Blender (yay!). Go into node editor - select the texture node for the normal map and in the first dropdown that by default says 'Linear' instead pick 'Closest'.