I use Maya LT 2016 and Quixel 2.0. Once I have applied different coloured materials to my object, how do I bake these colours to a map (as mentioned in the Quixel Manual)? My usual workflow is: * use Hypershade to manually Select Objects With Material * manually change their vertex colour with the Paint Vertex Color Tool *…
@odium Now that you mentioned it, the tree does use tiling. It just gets a little frustrating since I put details where I want by painting them in. After you mentioned the RGB 0.5 darker. I realized the detail tiled texture for the diffuse should be black and white so it uses the color information from the blurred initial…
What you're calling an "open edge", we call in my office a "T-Junction". Open edges (corners that aren't welded) are fine, so long as the edges all come back to vertices that have the same location. T-Junctions (a corner on one side of a face, that rests in the middle of another face) IS bad, however. The main reason for…
Some bad assumptions in here. Texture fetches = reading data from the textures that are loaded for use. Texture binding = loading the texture from one part of the GPU's ram into texture units. Very slow. You are also falsely correcting renderhjs about the one texture sheet. Every scene is going to get split up into…
Vertex blending for the floor. Created a dirt/dust material and plain ol' vertex painting in unreal. The puddle was also vertex painting on a separate channel. I've been considering revisiting this once March/April's challenge is over. I keep seeing stuff I want to fix and change. Things I could do better. I like yours. I…
Wow, thanks so much for that! So by making a global proc, everything within it becomes global too, so to speak? How did i not figure that out... ha. That's made things a lot clearer and easier to understand. Glad that the vertex counter is working now too. I'l try to get a rand with a max value of the vertex count working…
Your vertex normals could be pointing further down, preventing it from capturing right infront of it. What vertex normal approach are you using? Area Weighted/Angle Weighted, both (full), or none? It could be that the normals got locked when there was additional geometry and it just needs a recalc. Also, @Farfarer you're a…
It's not possible to do it with the scale tool, but it is kinda possible to do it with the translate/move tool: https://www.dropbox.com/s/df100if99ephgfg/ehh_kinda.mp4?dl=0 Basically, make sure your face is deleted. Else it won't create the vertex normal in the direction you need it to face. Then enable vertex selection,…
I think EQ just mean't that the vertex counts won't increase if you make a hard edge in a spot where there is a UV seam already and vice versa. Calculating the vertex count takes in multiple factors, but he is right in saying that the closest number to it is usually the UV count. Remember each UV channel also adds to the…
hm, at last and first vertex of a chamfer vertex pair/series (say top and bottom for simple 1 poly between) you generate a plane whose normal is made from all connected non-chamfer polygons. that gives you 2 planes that intersect at a line on which our "old vertex" should be. then intersect that line with a plane that is…