Hello, I'm trying to create a layered Material in Maya, mapping the RGB channels from a mask to the the transparency channel on each layer (much lika a "splat" texture in Unity). Problem is it seems like only outTransparency can be connected successfully to the transparancy slot. When I export the RGB channels of the mask…
it would be allover lovly if there would be not only radiant and dire, but real races like for example ur naga people or i could also imagine undead, orcs, humen.. and to bring this idea to the limit those half dota map could be also made in that style of that race and in start of every dota game u get a random…
If you want a quick way to work with colors that appear to be about the same lightness to your eye there are some color spaces that are based around perception. The Lab color space has three components, L for lightness and two variables a and b for the chroma/hue. http://en.wikipedia.org/wiki/Lab_color_space Relative…
You need to use a rendering engine that bounces light, default scanline won't bonce light by default, unless you turn on Advanced lighting > Light Tracer or Radiosity. You need to use Advanced Lighting Override instead of a standard material and adjust the luminance up pretty high. Mental Ray bounces light pretty well.…
I'm looking for a way to give an object an inner glow, similar to the effect seen in this Cinema4D article: https://lesterbanks.com/2014/11/create-inner-glow-effect-c4d/ The article mentions using an 'ambient occlusion pass that is piped into the luminance channel of the texture that you are using'. I'm still learning SP,…
Hello guys, Download link: http://www.seenax.com/portfolio/cpp.php I found a way to bake HDR information in one RGB image (without using any alpha channel)!!! This is a very useful technique for baking HDR lightmaps. I used Y = 0.2126 R + 0.7152 G + 0.0722 B function to get luminance out of an image. Lightmap encoding…
A few things could be going wrong depending on what type of shader you're using and what you're rendering in. From my experience, Mental Ray just doesn't play well with alpha maps on Maya shaders. Try using the "Mia _Material _X" Mental Ray material and plugging in your alpha map to the "Cutout Opacity" under the Advanced…
Looks more like kingdom hearts than final fantasy XV to me, which i've fine with especially if you can swap characters like the trailer implies. Btw i'm pretty sure this isn't luminous engine, it has to be unreal engine right? Same that they're using for kingdom hearts? I agree i was personally hoping for some kinda…
Hello, i'm new here, and i have an issue i can't manage with. I post on quixel groupon fb, but nobody seems to know : with the specular map and reflectance at normal, it's like they were inverted in c4d. In maya there is an option "alpha is luminance" but in c4d i do not manage to have those working well... it's way…
Not much reason to see or tweak a lightmap UV set. It's set to divide the faces for a nice even lumel distribution, and pack them tightly into the space available. It's not the same as unwrapping, you'll have random faces spread out about the surface. Lightmappers have done automatic unwraps since the dawn of time. Some of…