That depends on material you are creating. If it has big difference in fresnel value (scratched painted metal for example) Metalness or adjusted Specular texture may be used as mask in VRayBlendMtl to separate paint and metal.
Different apps seem to handle it differently. For example i think for both max and XN the normals will render fine, but AO will bug out. In maya normals will rendered wonked if you dont offset.
Thanks chronic does exactly what I was looking to do, and looking at your example helps me understand how to use those string manipulation techniques with a value passed into a batch file.
We made the Level 2 Game Art students make a showreel in semester A this year and we have been blown away!, Here is an example by Callum Tweedie-Walker https://vimeo.com/198387714
No big deal, but it was just an example of something that has been improved upon in Windows 8 since prior to my post everyone was like "Fuck Windows 8 there is nothing good about it etc..."
Forgive me for possibly not making sense. Is there any documentation on doing that? For example, I have a rock, and I want to vertex paint moss on it - that's kind of what I want to know if CE3 is possible.
Kind of I'd say, especially since many of these textures have lighting/shadow information in them and you'd have to extract that manually in photoshop and even then it'd look half as good as megascans for example.
Actually, Separate FK Tracks is what you are looking for. For example, if you check Arms the clavicle, upper arm, and forearm each store their own keys. What are you trying to do with that option?
Also in your example ( creating a polygon that isn't on or result in an open border ) perhaps just using the "fill hole" operation and splitting any edges to complete wour polygon would be easier for you?
Depending on what your system units are, 2 decimal places for precision might be too little (for example if your system units were set to meters, it would behave just as you describe).