so i want to render an object and in front there is mirror. what i want is that alpha of that object on the reflected surface..eg suppose there is window and in side of that there is mirror and window is reflected on the mirror.Now i want from the mirror is only reflection of mirror and alpha of only the window that is…
Hi, when I import an image that has an alpha (i.e. a Cloud) to blender I can adjust the Alpha setting to create transparency. Though when I create an object and add a material to it, and try to adjust the alpha slider it just turns the object black. Anyone?
If you go to the file reference object (the object that contains the meshes, lights, etc). There is a box with the file path. You can use the arrow keys to scroll through this or ctrl+a and ctrl+c to copy the path.
I'm not sure if there's a way. You can go into the rollup bar while having the object selected, and click the browse icon. Some info of the object should show up in the browser, including tris count.
To get your lowPoly geometry, you can "duplicate clean" all the objects used for your object, reduce them manually and reuse them with traditionnal boolean workflow if needed (with DcBoolManager or Crease+ for example).
it is either the clipping plane or the actual top viewport camera is under the object you're trying to see. you can see the top camera in the perspective view, grab it and move it up above your object
Would also like to add that object transforms break whenever you reset xform in Max. This could happen for something as simple as normalising UVs. Gotta delete and reimport each object when this happens.
Nvm, I've found the solution in an old thread in the forum, needed to apply a object ID to my floating geo and then set that number in the incl./excl. Object ID parameter of the ambient/reflective occlusion material. :)
I like the left/down version of your color version the most! uhh yes, you should rescale the objects. Just create a dummy human and make sure that all objects fit to it's size
Just making sure! Object space normal maps are indeed very different. Try putting the low poly and object space map in to handplane and use Max as the target -- it tends to work decently for CryEngine.