Thanks guys @Pior: No one really knows exactly what the garg is (except for Valve I guess). The impression I got was it was a sort of biomech thing, but I can't say for sure hehe. PS. When starting with Blender I found it much more helpful to customise the UI, I put 4 viewports with the buttons window down the right (the…
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Hmm your images are broken. Looks like they are coming from Discord. Drag-and-drop works better here, see https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#forum-tricks
Welcome to Polycount! It’s ok to include Steam links, and any other store too. As long as it’s not spammy we’re ok with it. To embed YouTube, see: https://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#forum-tricks
Looks like Soulburn is using detach function, so it probably breaks normals aswell. I do the same as you : copy the object and delete faces. Dealing with normals is painfuly slow. Works only for editable mesh. I did test on a simple object, so, if it does nothing, it's because it crashed :p fn getElements obj=
( f =…
One issue I've been running into while teaching; was getting students to understand principals based on technology that are no longer widely used. Case in Point: An F-Stop makes no sense to someone, who has no recollection of what a manual analog camera is. Without the knowledge of an F-Stop, they don't understand…
you're looking at one part of the whole sum. and that's why it doesn't look like it's working to you. the whole sum for the BRDF is: (D*F*G)/(4 * NoL * NoV) where D = that custom node (Specular Distribution), G = geometric shadowing, F = fresnel. see supporting images here for the the full formula node. with one-minus…
Oh, btw, if there's anyone here who builds Krita themselves and does a lot with normalmaps: I attempted to make a tangent normal map blending mode, which substracts the base blue from the upperlayer before adding the values to the lower layer. For me it works, but I haven't done any serious work with normal maps to really…