Create custom cage and move its vertices which above your particular detail into position, where their vector from original vertex to cage vertex will match the desired view angle. That should work. As @gnoop said, cage vertex position matters as they define vector of raycast.
Let's imagine we have a model all vertex painted in one color with different grade tones , Is it possible to shift the hue of the vertexes from for example a gray to a blue one in order to not have to repaint the whole model by scratch ?
Hey Polycount, Bit of a silly question here, using max 2011 I have this green box and a blue edge: http://gyazo.com/73eec990b698079d1cec9e00e83628f9.png I've got my snap tools set to 3D > Edge/Segment and I have use Axis Constraints ticked. I want to drag that selected vert along the Y axis and have it snap to the blue…
Can you post an example? Smoothing Groups are really just an abstraction of vertex normals. If you want to see what they're doing, add an Edit Normals modifier. A vertex on a hard edge has two vertex normals, one for each side's polygon. A vertex at the end of one of those hard edges, where the poly share SGs, just has a…
Do the same thing that jeffro's tutorial shows, but change the Bake To, to verticies. That will get all the lighting baked down to vertex color. Then to save the vertex color out go to Edit Polygons>>Color>> Paint vertex color option box ( the [] next to it) In the paint vertex color options there is a drop down for…
Do you want to transfer the highpolys vertex colour or has the highpoly own textures? If it has vertex cols, go to the highpoly tab and scroll to the right and check UNcheck the "ignore HPs vertex cols" and choose the right option in the baking tab (vertex cols). If the HP has textures, ignore the vertex cols in the…
Uvs have nothing to do with vertex color. I've used the vertex painting tool and my own imported meshes with vertex paint on them with no problems. What shaders are you using?
Max will not display vertex colors in the viewport by default. You have to force it, in Object Properties, via Vertex Channel Display. Or you can use a DirectX shader that supports vertex color.
So I was playing with vertex paint in max, and I found that there's a whole panel about illumination, and you can set up radiosity in there and then assign that to the vertex colors. Is there a way to use this to bake some basic AO into the vertex colors? I guess I'm too dumb to figure it out myself, but if anyone has any…
normally you would use vertex colour to mask the wind movement. The trick is not to vertex paint the grass in UDK. What you do is import the grass mesh with vertex colours already applied in Max/Maya or whatever. This way every placement of the grass will have the same vertex colours on it.