just to chime in on this as well: it's a totally interesting idea, but every time you expose all those variables and tweak them externally, you are just moving memory cost to the shader databases. you might save some texture memory but it'll be eaten up somewhere else, and then on top of that you have a massively expensive…
same problem - the resulting normals will be in the space defined by the mesh uvs/tangents- not the space defined by the unique normal map. pior is right - a more sensitively constructed low poly will solve this.
Anyone experience this error; and know how to solve ?Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored // There is a thread on this forum to which I found related to this problem, the solution is vague.
ok so this week i continued watching the course and repeat what the tutor did by my own and if im stuck at sometthing i try to solve it and if i fail i just watch the video again or google the problem , that's my plan for every tutorial , i learned 1- Some deformers 2- nurbs curve that can rotatte and repeat 360 times to…