If the render output was at gamma 2.2 then yeah, but otherwise it should be fine with them both being 1. ('cause it'll do pow(textureInput, 1) then pow(renderResult, 1/1) which works out the same).
Vark Halo 1 and 3 Project Gotham 2 Unreal Championship 1 and 2 Mech assault 1 Burnout 3 Rainbow Six 1 and 2 Phantom Dust *insert random non sports title here*
Or something like that.. Anyway, quote is. 1: "I'll have a Ginger Ale" 2: "Certainly" 1: "Uh, actually I'll have a Scotch" 2: "Scotch" 1: "Single Malt" 2: "Yes Sir" 1: "On the rocks"
maybe with a little bit maxscript :D ? here is a snippet I once wrote for someone that asked me how to create a cone that matches the camera with a pre- defined height.myCamera = selection[1];--the camera node_height = 128;--your input height-----------------------w = 2 * _height * tan(myCamera.fov/2);h = 2 * _height *…
I've been doing this a few years, creating skeletons for generic models and for specific actors based on mocap, and there are a few things I subscribe to: CG bones are not bones, they are a simple deformation system. Don't try emulate the human body with its curved spine and the offcenter leg, just keep nice straight bone…
Awesome to see you posting here! And a really cool piece you chose to make. you have come a long way. I like your lighting. I have a couple critics for you. First I agree with what Kurt Russel and blaisoid are saying. Some dirt collecting around the edges of the glass would help. Just subtract this in your emissive map.…
My max is setup as follows: Generic Units 1 unit = 1 centimeter If I keep Generic Units and do 1 unit = 1 Inch I get the same size block in UDK and the same height issue.
[ QUOTE ] Max units match UnrealEd units on a 1-to-1 basis. It's handy like that [/ QUOTE ]Maya's default units (cm) are also 1:1 with UEd. handy, indeed. but UEd's units != realworld cm, it's just an app-app equivalency.