Hey John, sorry didnt see the bump. So reason why it doesnt work is because geo is a temp variable that is referenced in the for loop (You can call it later in the script too but it would be the last object in the selection list or objects passed in. What you want to do is seperate functionality into functions. This way…
Okay, here is how i got it working A few notes to whoever may need it: Image resolution is 360 x 240 Despite this, image took 40 minutes to render The golden parts took insanely large ammount of time to render Textures used are in 4k quality I did expect my laptop to burn at somepoint but it did well... I used substance…
Well, standard normal maps range from -1 to +1 also. Also I have no idea how your dot products are doing anything with the output of those mask nodes. The mask should function like the hlsl component swizzle, just outputting a floating point scalar. The dot product is only valid between vectors, so something has to be…
That would look something like this: This is done using the above mentioned method - bump offset node in unreal / parallax, and opaque material. Note how the reflection of the light source stays smooth because the normal isnt directly applied to the material. If you are working with unreal by any chance, you could also use…
This has always bugged me too and I just had a talk with tacit about it. I came up with a quick and shoddy but functional solution :p * { //polyBevel + drag Attribute Context + open in history string $bevelName[] = `polyBevel -oaf 1`; if (!`contextInfo -ex FBdragAttrCtx`) dragAttrContext FBdragAttrCtx; select -addFirst…
Specs and tri count are fine... so how about textures? Is there heavy transparency here? The display prefs have an option for material loading, Parallel mode is multithreaded in case you missed that one. I've never encountered VP2.0 needing to process anything, so I'm having trouble picturing this. Does it give you a…
I'll add one thing. Let's say you have a metal material that looks really nice but you want a less shiny version. Assuming you setup your graph right (with add/sub blend modes instead of copy), you can just duplicate that graph, adjust the roughness/base-color sliders in about 1-2 min, and have that new material you were…
Added a vertically tiling trim normal onto the pillars, its just a 45 degree bevel but it makes them look a lot nicer from a distance as it smooths the edge plus anti aliasing at a distance. May be a bit too extreme and I think this pillar would probably have a narrow rounded corner but good results so far, Also created 2…
This discussion was created from comments split from: [Continuing] Random Modo Questions. (In the future, if it's a new question, just create a new topic. This will allow you to summarize your question in the title.)
I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…