All you do is get half-lambert and feed it in as U coord, then get your other value (however you want to select the gradient you want from the stack) and feed it in as the V coord to your ramp look-up. float NdotL = dot ( lightDir, normal ); // Lambert - we'll make it half-lambert when we feed it in as the U coord (i.e.…
Baron Haussmann 0.4 demo Hello everyone, I want to share this Cryengine project with you. It is in progress, I do it in my free time. The purpose of this small demo is to show the SVOTI feature of the CRYENGINE. Keep in mind that it is an early version of the system, and early version of the demo. SVOTI means Sparse Voxel…
A few questions before I would try the demo. Could I expect something from those: 1. Noise patterns are easily scalable and being easily adaptable to non-square form factor like Filter forge ones? I mean not 2d transform but rather the scale of procedural details? 2. Is it possible to pack and use depth info and color…
http://area.autodesk.com/mudbox_preview#performance_preview Saw this link on Tweak. Interview with Dave Cardwell and a small video demo of new features. GPU powered interactive HDRI and AmbOc on a 25mil mesh interactive in viewport. Crazy stuff. Photobucket link…
Hello, I have always been a fan of using 3ds max mental ray materials set to real world scale, only having 1 mesh per material for high res still renders. But now I am trying to unwrap my models for game engines. What I am failing to understand is the proper way to set up your uvs where you need to paint detail in that…
Pior> If you set up your renderer to render to 1-bit alpha then I think premultiplied won't have any effect. If you cannot set up your render to actually render to 1-bit alpha and somehow afterwards generate/construct your 1-bit alpha manually then you probably should disable the premulitplied in your color pass. It's hard…
That's all very possible... I'm also worried that I might be using the wrong version of GUIStudioMDL, since I was forced to download it from a different site than the tutorial mentioned. See, I'm kind of blindly following the tutorial since I've never tried to do anything like this before, so I'm aware that nearly anything…
it worked when i tried it out... if you plug it in exactly as i said then it will have the effect that you want. the custom node just contains the calculation i'd found for the way roughness is iterpolated from 0-1. so, all you need to input into that node is a value from 0-1. by placing the one-minus as i said, you're…
Sorry code tags are hanging poly count again :poly127: below are some of my matching notes... ( Because I forget what works for me, all the time :whyme: ) basically, for selection: pCube1.f[27] //method 1 using ".[]" ".[]" are all illegal characters.. Therefore, they only need to be accounted for once in any match.…
That definitely helps Meteora. I think it was a little more confusing then it needed to be cause I have my model fully optimized in terms of deleting unnecessary faces. s620ex1 - I should probably fill you in on the back story of what me and the guy I'm working on this with are trying to accomplish. I'm doing the block out…