just using the default camera DOF attribute? quick and easy - Create a camera and open up your DOF attribute - Move your camera out away from your object and snap it to the grid. - Create > Measure Tools > Distance Tool - Snap the measure tool near the camera and then near the object - Snap the first locator to the same…
You need to set the normals to qualified mode via the 3dsmax.ini file. Enabling qualified normal mapping is done by adding the following lines to the end of 3dsmax.ini (C:\Users\UserName\AppData\Local\Autodesk\3dsmax\2011 - 64bit\enu\3dsmax.ini). [ViewportNormalMapping] ViewportNormalMappingType=Qualified[/quote]
Bah. It's good solution to complement world space GI. For something like tree branches. Or very localized GI. But on it's own ? I agree, screen space GI alone is useless and you are better without it. Unless by screen space you mean color bleeding to nearby pixels.
I suppose you could also make a material that offsets verticies along local Z axis by the amount of some value you pass to it via script/kismet? Who says you need DX 11 for vertex transformations? :P http://udn.epicgames.com/Three/WorldPositionOffset.html
We created ODCompress to convert .tga textures into .dds. It allows you to mess with the channel weightings and compression etc, which can be useful when working with different types of texture (like local, alpha etc). Grab it here: http://www.team-blur-games.com/odium/ODCompress.zip
Yeah, that's a handy trick. For partially asymmetrical stuff you want to use symmetrical sculpting on, start off with a simple cube as the first subtool, then append others to that. They should all use the cube's axis for symmetry unless you specifically tell them not to (by using the "local symmetry" button).
And I'll chime in for the opposite school of thought; it's worth giving it a chance. This explanation can help understand what is going on: And yes Action Centers are fantastic; I'd recommend learning the hotkeys for some of the common ones. By default you have alt+x for local and alt+z for element.
Lol thanks, not too sure about couch surfing though. If worse comes to worst then I'll sort out a hostel for a bit and go from there. I'm gonna go down there tomorrow, hit the streets, and see whats about. The local papers/agents are gonna get beasted.
Try delete the folder for your max in here, it might reset it. I had an issue where max didn't load anymore, deleted that folder, and it started to work again. You lose all your settings though. C:\Users\Cody\AppData\Local\Autodesk\3dsMax
Art style design I refer to Bloodborne to a certain extent. The volumetric light of the window was made by using the particle to locally control the concentration of the volumetric fog. This is the official document of Unreal Engine 4 on volumetric fog.…