I think Bellsy is misunderstanding what we mean by integrating the Modeling Toolkit (MTK) into Maya. At least what I think a lot of Maya users mean is we don't even want a MTK. Two of Maya's strongest points for modeling are marking menus and more functionality smartly compacted into less tools, and both of those are being…
Applying transformations to individual objects is not a problem, since you can always transform the ray into the local coordinate system before raymarching. What is not possible is trying to apply different transformations to the individual voxels inside an object, which is required for e.g. skinning. The program you…
It's not like a shader that transforms your object space normals with your Bone transform matrix is common practice however. Plus it's a bit heavy on performance.
Try to freeze only the scale transform. There's a bug in maya 2018 prior to 2018.4 that modify the direction of your transform on objects with non uniform scale.
Earthquake is perfectly correct. This is an issue with the texture not having enough precision to accurately produce a very subtle gradient. When you have a flat/nearly flat surface and you're trying to use a tangent space that has a very low curvature, it becomes problematic and actually makes it even more difficult to…
Sorry to necropost. this thread is linked in the polycount wiki for detail maps, and I might be able to give some help in case anyone else stumbles across this thread. http://wiki.polycount.net/Detail_Map The way I do it is to basically the method of combining normal maps in photoshop (halve the blue channel on one, set to…