Probooleans retain all of their individual operands as live, editable objects. This makes it easy to go into each operand and reduce segment counts, remove tertiary details etc. Note how this is still a Proboolean object and we haven't done anything destructive. Now our problem is unwelded verts, n-gons, and concave…
I had a few issues with this shader, first off when right clicking and save as it just wounldnt work, Jarc gave me this link https://share.allegorithmic.com/libraries/84 - the code looks the same so my guess was possibly an encoding issue with chrome when saving as? So if you have issue try that link My next issue was the…
I opened up my old script and think of a way to fix this, and I've come up with abit of a hacky way, but it seems to function ok;( local eInit = (polyop.getEdgeSelection $) as array; vTest1 = (polyOp.getVertsUsingEdge $ eInit[1]) as array; vTest2 = (polyOp.getVertsUsingEdge $ eInit[2]) as array; eTest1 =…
This won't answer your question in blueprint specifics, but the problem is more of a general one anyway. You want an actor to go to one of a number of points when something else triggers a calling event. There's two ways to approach this I can think of. 1: you have an elevator with a vector array that holds the locations…
Looks like a good build. I would recommend an external USB 3.0 wifi adapter, though. You'll typically get interference from the case with an internal wifi adapter. Plus, you can move an external one around, and the antenna wouldn't be obstructed. Something like one of these that have large antennas instead of tiny internal…
I faced this. It is a devil of a problem. I had to move each polygon and then smooth the problems... Later I came to know of these.. If you have an earlier save 1. Try having a morph target before you change the geo and then use morph brush to clean it up. or 2. You could * take the new Geo as another subtool * Divide it…
I am trying to make a Fresnel shader, the problem is that if I move the object from the [0,0,0] position , it looks broken. I am using 3d Max 2008.string ParamID = "0x003"; // this string tells 3ds Max to use the DXSAS compilerfloat4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 ViewInverse :…
I've been looking at this site for IoR value for some time. But everytime I get on this site it confuses me. Some element seems right some doesn't. Eg, plastics(under shelf 3D, book plastics). it says reflractive index n=1.48. I assume 1.48 is the IoR. I put it into some render engine like vray/mental ray. It seems giving…
I do. There's a little bit of overlap where I add a couple 2D in my 3d folio and vice versa. So far it has worked for me when securing freelance gigs, even once for a non-cg/art job. As far as cost, you can just pay for a proper domain (or a few) and use a free host (use a bare bones template if you don't know css, etc.)…
First of all, I think your perspective is fine. You've got some angles inconsistent but the volumes are there so I think it's cool. Consistent perspective is critical for environments or extreme perspective, which is basically the same. Close-up objects like characters n stuff r more forgiving, imo. To push it higher i'd…