I agree Maddam, I would love more control over fresnel. I'm finding it too hard to get that intense reflection that fades away to almost nothing depending on the viewing angle, (and it's really important on skin!) For instance you can see a very strong reflection like this: (Shame on me for posting non TB2.0 skin shader…
Well a friend asked me about uv mapping priorities and I kind of went overboard. So as a mini-tutorial, here is a first draft on things to keep in mind when manually uv unwrapping. Any insight, correction or revision to what I have laid out would be appreciated, as I hope that this advice can be further refined into a full…
Lupey good response, though I don't personally totally agree with the conclusion. Paxil and Prozac are not an adequate answer Scott. They are only one portion of trying to deal with depression. In fact, I find your statement HIGHLY irresponsible and uninformed (if not a joke). Yes, I know from experience. (Maybe you do as…
Does that letter looked shopped as fuck to anyone else? There just seems like a lot of weird shit going on with lighting and hard black line on the paper, small-ass hand, odd angle of elbow, and the fact that there's no shadow on his face from the paper but the page would literally have to be inches from his face and IT'S…
Bugo> Sound interesting. How do you mean I should do this? In my other multipurpose shader I already have the possibility to color tint based on 1) how lit a surface is and 2) how much the surface is facing the camera. Could this depth info add even more to faking SSS? I'm not getting depth info in the sense "how thick"…
1st Dorado - Alexander Zlatovchen The
model looks incredible, great job on the clothing and accessories. Top level. You did an excellent job in Marvelous Designer; those small details really make
a difference. The level of detail is amazing. I would’ve liked to see images of the texture maps and UVs. I also wish I had seen…
I tried to get Chat GPT to modify the script to not only remove duplicate sub-object ids, but also remove them from the mesh, but it wasn't able to sort it out. Maybe someone who knows MaxScript could fix this? ( -- Get the selected object obj = selection[1] -- Ensure the object is valid and has a Multi/Sub-Object material…
That probably would not work because that only fades out where it intersects geometry so you would still have a sudden cut off in the open air as in that screenshot. Your best bet is a custom UV'ed fog volume staticmesh, that has a gradient texture applied so it fades out in open air, or perhaps "easier" would be to use…
Grind: it is good to see Spader on the job again. he has a heck of a stage presence. sundance: I like the fact that Joe has said he could have gone after Paramount about DS9 but since he was already at work with B5 he decided that he wouldn't be the disparaging party and face the contempt of the trek audience, and did his…
Hi, I think I'm battling a combination of a few factors. Polycount - when I switch off foliage (each grass model is only 2 faces but there's lots of them!) I get an FPS increase so I think I better do some LOD models! Any one know a quick way of doing this? Shader complexity - I think double sided faces are slowing me…