MattLichy wrote: »
I've been playing around with the Lite Version, and really like how this shader works/looks Thanks again guys!
I do have an issue though... I can't seem to get model self shadows to work, and it isn't wanting to accept my omni lights... I place an omni, and it still uses the default lighting, even after I say use Omni 1. I've played with light distance as well, and still nothing...
CrazyButcher wrote: »
if you use 3dsmax bakes in the game engine, you must also use the tangent space (quality mode) of 3dsmax's baker, otherwise you get sub-optimal results (just as the broken viewport). Because 3dsmax has several inconsistencies around the tangetn space export, it is likely that many engines are also using the broken data, or use "some other TS" and then get artifacts. The key to quality is making sure runtime engine and baker use the same tangent space definition.
LosPescados wrote: »
After some testing I'm stuck again and can't seem to get it working properly (or it isn't supposed to work the way I'm trying to do it).
This is a simple test scene to illustrate what I'm trying to do, I want to create a glass looking (50% opaque) around the "tower". But it simply doesn't show what is lying behind the opaque area.
Also how do you make a material 2sided ? (for the use of a fence or something similar)
haiddasalami wrote: »
So maya shader confirmed?