What you are seeing is the vertex normals are split along those edges. Vertex normals control the direction that light bounces off your polygons. If your vertices are split on an edge, light is reflecting off the adjacent polygons in opposite directions which results in a sharp break. If you want a visual representation of…
I'm unfamiliar with the tutorial, but you should definitely be able to animate the grass in the vertex shader according to vertex colour, if that's what you're after. Although, all of the grass vertex animations I've seen use the UVs to control which parts of the grass are affected, and you could probably use your vertex…
Yes, of course. I was going to give you a way to do it from Max but I wasn't sure if you were using it. One easy way is to add a vertex paint mod to your highpoly and using the vertex paint bucket fill each element with a different colour. Then export your highpoly as an .sbm(check the Export Normals and the Export Vertex…
There's no "swirling waves" input node. Making something that looks like this and looks good and animates properly is going to be no mean feat. That said, your best best is probably going to be vertex displacement (either world position or tesselation) and flowmaps. You may need to have different meshes combining together…
The core difference MOI3d vs 3d max and such is vertex normals . MOI3d exports usually perfectly shaded model with all vertex noramls "explisit" in 3d max terms. Max does the shading by smooth groups and proper edge flow that drives vertex normals automatically. When you want to make extra edits of MOI exported model in…
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
the environment settings and lights is simple..... default max single light and default ambient. the hand painting could be either or both what ever gets the result your looking for.... whenever I've done this sort of thing it always ends up needing touching up in photoshop and color adjustment. Another thought..... in…
TLDR; Normal maps are limited in what they can do by their bitrate :) As you said, when you're using tangent space normals, it alters each vertex's normal by adding onto the model's vertex normals, so because OP split the vertex normals, the normal map is the limit to how well the split can be covered up. The normal maps…
@ModBlue "I think this would change the workflow to something like we see in Zbrush. Texturing for example would involve a lot more vertex painting because it takes advantage of the high vertex count and for areas where vertex painting just can't do the trick, texture painting could still be used." By all means, try it -…
Thanks, Yeah thats a bit sad, I guess ill go with a combination of using mesh data to change tiling based on need, and a fixed houdini setup. Are you sure we couldnt calculate the uv offset of vertex 0 and vertex 1 as example and compared it to world offset of the same vertexes (assuming a perfectly projection with no…