OK, I think half the reason I am going crazy is because I cant get the Xoliul viewport shader to ever display the normal correctly for me. People say not to trust MAX's renders but my normals are great when rendered in Max. they also look OK in UDK which is all I am really concerned about. So can I trust Max's renders?…
Why dont you just bake with higher resolution and scale the uv islands according to the chanfes inside the rendered area, and then repack tge changed uvs and render the lower resolution kightmap from the laeger one, you could also tesselate the affected poligons so the areas with high contrast are smaller I think you could…
Hey whats up everybody =D I'm posting today my first update here at Polycount, and I will appreciate if some people start giving some opinions or something like that already. Today I rendered really quick a prop that I painted the texture yesterday , I spent around 30 minutes setting up the shader and doing some…
I would change the polycounts to say 'tris' instead of 'tries'. The latter is the common way to abbreviate triangle, the second is a synonym for 'attempts' and I would like to think you did not have to start your pulse pistol over 1172 times. I would also second the opinion to tweak your spec maps. Your materials are not…
DirectX 12 and Vulkan mean that draw calls have extremely low overhead and you'll be able to push a lot more of them without a performance problem. They make compute shaders first-class citizens, making it so that you have to jump through fewer hoops to get certain advanced rendering techniques working like clustered…
Isn't the reason the AO background is white so that when you multiply it over things the edges won't accidentally be effect things? Even with proper edge padding I don't see much sense in switching it to black? Maybe so you can use it as a mask? Why not render out a solid colored template? UVW Editor Window > Tools >…
I wouldn't have thought memory was really a concern here, I'd be more interested in what you're actually drawing to screen . It'll depend on how the renderer batches materials and what effect changing parameters has as to what happens at render time. That simple material colour change could mean you're quadrupling the…
Without a doubt its 3D Max as the Graphic Engine is very different from Maya. Now as for you mention, Eric is correct it is a reverse face as your only getting some vertices welding to see if an object has a reverse face you can click render with the default settings and it will render out an image of your model and if…
Glad you managed to work it out in the end Simon - nice write up, nice demo too Tamarin! Once I created the texture and an example shader I passed this on to the effects guys who created the full effect you see in the video. So really I didn't do much :) And of course the method is inspired by lots of other peoples work. I…
@ayoub44 Thanks for your feedback man! The first receiver render is just weird light reflection, surface is very smooth on model There are clear hard edges in the second image, I did it because I wanted to avoid extreme waviness /mesh misalignment, I have to correct this part in photoshop. @Irodex Thanks man, I tried to…