I'm pretty sure it is a lot more complicated than that... I believe what Max does is tile the textures in every direction to catch anything outside of the given block. I'll look through some settings and stuff but I'm pretty sure that would create more problems than it would fix. Edit: Yea there isn't anything that loops…
There is currently no way to make a loop in a function graph. It is not easy to find a way to setup a proper graph layout to allow for that (we can't allow "graph loops"). Also, we would need a way to check for infinite loops in advance in order not to lock the CPU or GPU in case the user sets up a loop incorrectly.
Good progress, it's nice to seeing the snow buildup on certain assets and it starts getting that icy feeling. 2 things I notice overall that stick out a lot to me: * It looks like you have a lot of shading issues going on. You fixed a few of them, but I still see many. After you finish this project I highly recommend you…
In Maya I simply control click a loop or ring, then double click a subsequent segment on that loop or ring to partially unselect it. Is this possible to do in max? I know there is window crossing but a complex partial ring/loop deselection when that ring/loop is going around the object would be highly useful.
Hey guys, I was reading up on multi-texture-tile systems like UDIM and wanted to see if I could build support for this with ShaderFX. I got a pretty good working solution but I wanted to make it dynamic in the sense that a user could choose a Base value and a Tiles value to basically set how many tiles should be used. To…
Blender has this feature where if your dropdown menu grow too long, it will became vertically scrollable. Problem is, it's quite easy to scroll pass an item and Blender has another feature where the highlight loop back to the top of menu. I want to prevent that looping, is it possible? (For example, if I scroll further in…
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
In the past I've relied on duplicating the loops 1 cycle before and after in order to get correct tangents in/out of the loop end points. are there better/ more efficient ways to do this? Is my best option the TCB panel?