It works if you cap it first. Edit: So what i thought was actually true. Once you collapse vertices the original center of the circle is lost. The center calculated from all vertices at least. How do you construct a cicle without knowing the correct centerpoint? Some testing code: ( --If there is anything selected? local…
Indeed it is. You can make global changes by finding the post process chain (just search for it in the content browser) and adjusting the AO node. Lots of control including intensity and fade distances. Well, you're seeing a few things there. The reason the wall looks as if it has so much AO is because Lightmass also bakes…
Hi there, In an animated project I'm working on, I want an object to follow a conveyor belt at a certain point. The conveyor belt is a simple long cube with ramp texture controlled by a moving place3dTexture node. When an object falls on the conveyor belt, I want to constrain it to the place3dTexture node so it moves with…
Normal maps and colour spaces is usually what messes up my normal maps in Maya. I dont mess around with offline rendering too much nowadays, but have you tried looking into the colour space for your normal maps? The standard file2d node in maya usually has it set to sRGB, you want to set this to RAW for your normal maps. I…
http://www.polycount.com/forum/showthread.php?t=88933 Here's one such tutorial. The workflow that I'm experimenting with now is doing a quick shape node in WM or using a black and white mask painted in photoshop to start my terrains in world machine. So far it works quite well. On a side note I thought I'd mention that the…
Source code ? You mean unrealscript ? I didn't found a good way to compute the screen brightness without the need to hook the framebuffer unfortunately (via DLLBind). However, once you have this data, you just have to use it to control the tonemapper inside the UberPostsProcess node of your post process chain. Regarding…
Basically, you have all the things wrong I listed above, and a couple more things too. Model needs the xforms reset (from the Utility Panel). The model's position is not zero'd on the X axis. Skeleton root node is not zero'd out on X. And the skeletal limbs are not exactly mirrored, the toes being offset more than the…
As a matter of fact i was reading that page yesterday(yesterday i was thinking whether it's possible to render objects behind other objects,as i said,i'm kinda enthusiastic about this thing),but that process is way over my head since it requires coding,i had the feeling it could be done solely through materials(with that…
Thanks for your replies guys! It wasn't a visual glitch after all. I attached the rig to a mesh, the problem was still there. I did however find a temporarily solution by changing evaluation mode from "Parallel" to "DG". And voila! I guess the problem has something to do with how I set up the utility nodes. I'm gonna try…
thanks for the encouragement guys :) keen: well, the main reason is that I've already spent a fair bit of effort learning quest, and the node-based coding style suits me extremely well. I really couldn't see myself scripting an entire game.. I am aware there are a couple of visual editors for unity in the works though, so…