I'm gonna post some screenshots of xn4 soon on my blog. I've the Alpha 1 almost done for linux, windows and macosX ( and opensolaris if they solve some problems )
Normally I would recommend screen space reflections, but even that's probably too expensive for your hardware. Mobile is pretty limiting, especially when you need to double the rendering cost for VR. So you'll probably have to get creative to solve this. I would simply make the floor matte instead of reflective.
Hi, I have a problem with max 2012 after baking a normal map texture is not auto updating in viewport reinstalling max and dropping all the settings to default does not solve the problem can anyone help me?
I went on a bit of a tangent. it turns out that if you can draw lines between points you suddenly find yourself with some really interesting ways to graph UVs feeding it some simple UVs produces fairly obvious results (the warped_uvs node wraps up a bunch of functionality like tiling, offsets polar coords etc, and supports…
Dynamesh will fill any holes in your mesh. solution is to either let dynamesh do it or if you want control over how the mesh is solved, do it yourself in max.
AFAIK everything in nCloth solves per-vertex always. Even if a given vertex isn't interacting with something, it's still part of the calculations and can slow the sim time down.
Ok, i found a way to "solve" the problem roughly, even though the result is not 100% accurate, using front view/ soft selection scaling, but it's really close to what i wanted, just the edge are a little bit squeezed.
Hey there, How did you end up solving this? I'm trying to do something similar to Marvelous Designer's "animation" sims not just static poses. Any luck?
Problem solved. After two days... Problem in opacity of hipoly models. If change hipoly model textures opacity to 100 - normal maps bakes ok! It's strange, but true.