http://www.polyphobia.de/public/advices/uvstraightening.pdf https://polycount.com/discussion/224845/uv-optimisation Ha i knew i had it floating around somewhere, confluence to pdf is a bit shitty tho.
You just need to change the following lines as below, then recompile the custom material node.117 float3 IridescenceBRDF(float3 L, float3 V, float3 N, float The fresnel bias was just my attempt to remove the fresnel from the default lit shading model, so you can disregard it.
If key index is 0 it means you have no key. Never dealt with animations but i don't think your "with animate on" is working. Also you try to access the position key before moving your object ? It certainly didn't create it. Why not use addNewKey ? edit: "at time" works only for the rest of the line, so you have to write…
I was using this Mel script to switching between different camera angles for years but when I updated to Maya 2024 it stopped working. Can you please help me to fix it? Thank you. global proc switchCam(int $snap) { int $check = 0; string $switchCam; string $switchCamP = "switchCam_Persp1"; string $switchCamO =…
I'm working on this tank rig for school and we have to, by way of expression limit the movement in logical ways. For instance when it moves sideways there should not be any movement. Which I'm kind of stumbling on at the moment there is just a simple Y angle analysis of the tank controller and that controls which way the…
i love the idea of the floating ice fragments, the reason for the ring is simply that I assume it'll look a little stiff without floating animation. the floating fragments were also in the original concept which got lost due to pc freeze, so maybe i should try it out and see how it translates into the game without floating…
another option in just nodes would be 2 if nodes, a float 2 for the corner of the square and a float 1 or float 2 for side width(use float 2 if you want rectangles), along with a texcoords. If texcoords > or = to cornerCoord output 1 else output 0 If texcoords < or = to cornerCoord + sideWidth output 1 else output 0…
hey guys, I read in the UDK documentation that you can import .float images for HDR textures, does anyone have any clue on how to make a .float from an .hdr or .exr image? I tried google but I didn't really find anything on this format.
I wonder if Toolbags EXR output delivers full 32 bit float. After a quick test (gi_room) I'm not so sure anymore. The image shows up in Fusion in 16 bit float only. Did I miss something or is this a known software limitation?