Here's something I just put together for my environment. Middle two nodes project UV's based on the world position of each pixel, separated out by X and Y. I then lerp between them based on the normal direction of each vertex. I'm also adding masking out the +Z/-Z directions for my own purposes, but you could switch it…
My 10 cents, 2 gig ram + 64 bit OS I can do render to texture bakes of around 3.5 million tris. I can import more but it crashes out. On my 4 gig machine I can do prolly 5/6 million tris. Remember the difference between the geometry count in Z-Brush and Max. Z-Brush is normally counted in polys so if you have 10 million…
If I remember correctly, Z-Depth just doesn't work with VRIMG. You have to render it seperately.Not such an issue if it's for animation. You could even do the Z-Depth with gray unlit material on everything, so it renders fast. Z-depth is unrelated to any light or material properties, it's just geometry. BTW dude, I see you…
Not really sure how to setup a shelf button to have the settings I need like I am meant to have "keep image width/height ratio" turned on when its off by default. Making it X, Y and Z I can do but other settings no idea. polyProjection -ch 1 -type Planar -ibd on -kir -md z pCube1.f[0]; Thats what I get from a Z planar…
Hello I was working on this helmet ... But I need to work on a simmetry on the snake parts , now those are offsetted from the Z axis and whe nI activate double side of course is not precisely setup from z axis ( front and read ) how can I do so to match the actual simmetry only for the snake heads? the Y axis is fine (…
Hi my names Mark and I'm a rotate-aholic. This is the hardest thing for me to get used to, especially in Z. Well that and the UI, but I've never really forced myself past the gag reflex, I hear once you do that everything is fine. It's really weird that Z is still only 32bit does that mean it will only ever use 3.4gb of…
Thanks Neox for clearing up the clouds :P Yup guys, the point of UVs inside Z has never been to make anything final with them. It really just is to support painting good enough. (or more exactly : converting vertexcolor painting to a texture that can then be baked). This tool seems to give more pixel density than the…
transform, modifiers, turn XYZ off and turn Z on. (or Y if its a plane brought in from 3dsMax.) Zbrush defaults to XYZ normals so even if wrap is on, you'll get inaccurate wrap (tile) results. Forcing to sculpt to the Z or, Y in the case stated above, will allow you to seamlessly transition between edges without problems.
In "Velocity" in the particle editor you enter Min and Max values in X Y and Z. so for example, if you want the particle to move in all directions you should set Min to X:-1, Y:-1, Z:-1 and Max to X: 1, Y: 1, Z: 1. Now the particle should move randomly within those values. Sometimes the particle might get this vector:…
@tmighty The colour differences you are seeing is down to the orientation of the Y channel within the Normal map. Knald is actually a match to Unity by default as they both use X+Y+Z+, so this probably means you have unintentionally changed Knald's default to X+Y-Z+. You can change this by either: * Going to the Normal/…