Hi guy's, Some new test and a big surprise in the process, when i remove the SD normal node the one with the intensity slider and just plug the nm everything pop up and even better than my exaggerated AO. Even the specular got ten time better just with removing the normal node. Is this a bug or what since the difference…
In your example, this backface culling setting was applied to only the "selected" active selection ( if any ). That might lead to unexpected behavior if you simply meant to apply backface culling to "ALL" or on an object that wasn't selected. If that were true then the right answer would be to simply select the "all"…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…
I finally got Unity to run again. I'm embarrassed to say I tried "everything" except "Run as Administrator" which worked. :poly136: Strange though as both Unity 2.6, 3.0, and 3.1 hadn't required this of me before. Anyway here are my findings concerning exporting from Modo 501 to Unity 3.1 using the Collada DAE, Autodesk…
Hi Arsh This is what the pack fixes and as you can see each fix is proceeded by the service pack number that fixed the problem: Heres the SP3 fixes only: Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3). Lag with Select by Name dialog when Cloth is used with…
I'm observing some dark spots in some of the deep parts of the nose, too. Will take note of that in future renders. Yeah it's polypaint and zbrush render for this piece. I was thinking of retopologizing and putting in more detailed textures but I thought I'd apply it in my next piece. Thanks for the feedback!
you can create them in the material editor, no coding required, its an visual interface where you can connect different nodes to an output whats done here is called channel packing, where you fit as much information in as few textures as possible while still retaining full quality most likely they thought they don't need a…
I think throwing your hands up when Maya get's it's window focus wrong is totally in order. I've come across this as well and it does seem to be an issue of Maya getting focus wrong.. It's been a big issue with node editor vs bifrost graph editor fighting for focus too. It doesn't operate by magic, but it does operate by…
On this kind of material, the blend mode only needs to be translucent or additive, and you can then render it unlit. Put your colour into the emissive instead of the diffuse slot when you do this. The vertex shader shouldn't really be affected after you do this. I'd check your main node settings if something changes once…
Managed to solve the issue in the end. I was able to use the Default blendshape mode and using the mesh inputs menu (Right click on mesh - Inputs - All inputs) I moved the Blendshape node to be above the skin cluster. This way I can pose the face and then add the blendshape without going back to the full corrective pose…