Black dog: yes you totally misunderstand. They are generated by the cpu via an algorithm and rendered to texture memory for storage, to avoid recomputation unless its necessary. Its the same process as is used for your favorite 3d programs' fractal noise textures, marbles, woodgrain etc.
Hi polycount! Now I’m creating an outdoor scene in UE4 This is what I’ve made for now. My next step will be creating of lights to make a night light model. I have a problem whith antialiasing For now I have to solve this issue by creating a model whith alpha textures or looking for another antialiasing algorithm. CCW!
Hi, For those who do 3D content for games, this tool might saves you time when creating collision boxes for game assets. The tool is implemented for Softimage but the source code and the algorithm are available here: http://blog.inframez.com/post/bounding-box-evolved so it should be straightforward to port it to other…
I asked about it on Algorithmic forum around decade ago and one of their employee answered that 'theoretically' it should be possible but I would have to do pretty complex function graph in almost every node. I'v been wasting my Christmas holidays time on that task since 😁
@Fansub I'm very happy to help, mate. And I wish you the very best of luck in the future. :) @kurthectic opensubdiv is a subdivision algorithm. This tool is a completely different idea and workflow. You should read the thread. The closest thing in Max is the chamfer modifier but it comes nowhere close to the results of…
No ! It should work, the issue is that your shader and the renderer you used for generating the normal map (max?) aren't using the same algorithm aka the'yre not synced. How did you generate the map, what is your target engine ? You might want to look at http://www.handplane3d.com/
Very much agree with Two Listen. The fundamental concepts of art apply whether you're painting each stroke by hand or by algorithm... you've gotta have some way to evaluate what comes out of substance or dDo. Great that you're wiling to learn and grow. It's essential if you're serious about art.
Actually that's not the best way to triangulate a cap. The best way is to do what re-triangulation algorithms do (3ds Max does it perfectly at least) and make the triangles take up the maximum area possible. Basically like this: Here's a great article on it: http://www.humus.name/index.php?page=News&ID=228
which is kinda hard to emulate, since tri stripping totally depends on what tool you use for. there is no "generic tri strip algorithm" there is quite some libs out there which do different and you can have quite some tweakables so its somewhat unreal that you will see it in a script
Daz: Spam filters work by using a learning algorithm that recognizes sequences of words that most likely constitute spam. Usually it doesn't matter who the mail is from. Since the filters don't delete the mail but move it into a spam folder you can just look in there if it has caught any false positives.