Hi guys!I'm having this issue where my God Rays aren't emanating for the sun, but from another random location.Does anyone know how to fix this issue? Here is an example of what I'm getting: And this is what I would like it to look like:
Hi everyone! Checking a lot of different artist works i see in many of them different effects. The one i really concern is this Looks like a camera effect or technically the RGB channel isn't in the same position. How you create that effect? Many artist use ToolBag to make the final screenshot of they models, maybe TookBag…
I would like to create the following effect for a planar water object: Does anybody have ideas how to create those kind of flat white wave animations? My idea is 1) A plane with a blue texture 2) A second plane with the animated wave texture overlays it I would rather have some precdural shader doing the wave work, any…
So, Maya is just giving me this error message I have a nVidia 460 768mb. I've tried both the WHQL drivers and atm using th beta drivers. I'm using windows 7 x64. Any ideas? Or is it just or me to wait for a driver that support this?
Hey, just wanted to gather some feedback for this character. It is part of a custom character creator for UE4. It enables you to create a custom character like in many modern games (especially RPGs/MMORPGs). I am not completely happy with the result (e.g. the hair). But I think there are some things I dislike but cannot…
Hah, I was actually going to post about something like this, glad to see you're working on something for it. Although since it's faked with the shader, you're only going to be able to get so close, with Photoshop. A real depth pass would match the base render perfectly. Seems like there are still some limitations to this.
Hi, I would have a problem when I go to extract the texture a 3D model .fbx format. When I extract the texture is as if the vertex color ignores him and I always had a completely white texture. In your opinion what could be the problem?Thanks so much
How to attach the Roughness Map exported from Substance Painter to marmoset tool bag? it looks fine in Substance Painter but when i bring the roughness map to marmoset it doesnt look right