Ok now I cannot tell if it is snapping correctly or if it is making the objects look like they are in the view-port. Because when it does snap correctly on an object that I make, it makes it look un even so I can tell in the view-port that the two objects are right by each other but in a render it is snapped. How do I tell…
Cool, thanks a lot chronic.. I merged in your Y flipper (works in Max at least, haven't tested in Maya). This new version also supports alpha transparency and has a global opacity slider, although that stuff is kinda limited. Note that depth sorting in Max can lead to weird results, ie. transparent objects will completely…
Cheers eric. That was solution 1. I probally diddnt explain myself that great. Just stumbled across a post about the same problem. It was resolved by using object space normals instead of tangent. I think even you suggested that solution. I need to read up about the differences between object space and tangent space. Still…
that 3 mil cube is imported as one object from mudbox. and in maya as far as i experienced it is lot faster to import a solid mesh that is 4 mil rather than a multi-object that equals to 4 mil. also, when u combine multiple object onto one performance increases since it has less transform nodes. btw, keep in mind that…
Version 2.01 Adding objects to existing Mash_Repro nodes will give you an message. Removing objects from existing Mash_Repro nodes will give you an message. Adding nodes will also prompt with a message. Click to add an Offset node Alt click to add an ID node Shift click to add a Random node. Ctrl click the Mash UI button…
An object is of type bpy.types.Object and it doesn't know what a texture is, so what you really want is: - Go through all objects in the scene (context.scene.objects, it's an iterable) - Go through all materials slots of each object (object.material_slots, also an interable) - If the slot has a valid material (because it…
A test file won't help much, and it happens to many varied models ive used All you will see is a object being at the parents location instead of the exported location, but I can try save something I use FBX for all models I think the issue is sometimes at import of FBX, the transform position is lost and then centered…
My highpolies are multiple objects which I condense into a single lowpoly object via RTT and then apply diffuse, n-map, and all the other relevant maps to the lowpoly. I use the Arch&Design material from Mental Ray, and in General Maps section I use the Reflection Glossiness map. This map is supposed to be greyscale and…
You can do what you are describing in your original post by dividing up the object into multiple objects. That way they each have their own UV's. Having multiple UV sets is different- that's used for things like lightmapping and special effects. That being said, its usually a bad idea to divide your object up, and if you…
Shader Forge has, I think, both a light position and object position nodes. Hook both of those up to a distance node. Divide that by a VALUE (// light range) node. Plug that into a Power node A slot, and plug a new VALUE (// attenuation) into the B slot. Multiply by Light Color Clamp 0-1 Into Emission. If you want it to…