I'm trying to emulate fluid movement with a panner node and time function but it doesn't loop it just goes up and then starts again when a period of time end. I have currently solved it by putting a very long period of time but I also want to solve it properly. Any suggestions?
Flipping Green channel doesn't solve it. Same result from XNormal. Is it my Low Poly Mesh that isn't good ? Normal map produces lines where topology/edge flows run. SOLVED: It's Maya. It renders fine and clean in Marmoset.
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@.Wiki Unfortunately, I can't post the screenshots. I am using gpu lightmass. @Obscura Yeah, I noticed this doesn't happen with the native lights in UE4. Does subdividing the mesh with the emissive material multiple times solve this issue? Is there a way to solve this?
Yeah the cage sculpting is great for solving that sort of thing in tight areas, especially when it's a watertight mesh that you don't want to split. If it's two unique objects, you can separate them into different bake groups and that will solve intersection errors as well.
ok, problem solved. i just downloaded decimation master from the pixologic download center again, even tho it is listed as 1.1 - which is same version i had installed before. The problem got solved!! pixologic and their dodgy version number updating :)
Thank you for taking the time to respond, but just to clarify, I’m not asking how to use Maya’s “Parent Constraint.” I’m pointing out that the feature itself is fundamentally not a real parent constraint, and that’s the core issue. the problem in the link you shared can indeed be solved by a "copy transform" (by blender…
(Color Utilities) Surface Luminance -> (Color Utilities) Clamp -> Ramp Add as a layer to the shader you want it to affect. The layer can either be a layer in a layered texture or layered shader. This doesn't solve your request in the OP but can be used to solve faking SSS.
Hi guys! I'v been following this thread from the beginning cause I have the same problem, but at some point you stopped discussing about it and I was wondering did you manage to solve this problem? I would be very grateful for the info on how to solve it. :)
hi guys. setting "Production" quality in mental ray globals may help solve this problem. and also setting final gather quality to 2 in bake set override options. it helped me to solve similar problem in maya 2013. hope it helps you too.