This is not something you do in your texture. It was a while since I played with this, but if I'm not mistaking. This is the principle. Picture that you have two states. A) Not using normal map B) Using normal map Now with just traditional normal mapping you just go full out with state B. But blended normal does a mix of…
heyho, my problem is I have a custom referencetarget object (tool provided by someone else) this reference target has a bunch of vars .. like .name .color .allowexport and so on.. not how can I copy all the values of these vars from one instance of such an referencetarget to another. let's say I have the vars a and b .. I…
This should show you all the Unwrap2 commands: showinterface unwrap_uvw.unwrap2 When using a single unwrap mod on multiple objects you should use the ByNode commands available in the Unwrap6 interface. They are basically duplicates of the same commands with an extra parameter to specify the object to operate on.…
unfortunately I disabled the convert to mesh code now I can't find it :) any way heres the planar (z=0.0) unit point to quad code.... //********************************************************************************************
// where quad is defined as.... // c----d
// | |
// | |
// | |
// b----a inline void…
Well it's nice to see we already got some fans among us lol, yikes, maybe this isn't the forums we want to be posting our work in? Maybe www.gameartisans.org is a more friendly and appropriate place. I'm just kiddin' my loyalty hangs with Polycount ;) However, I'd appreciate some professional and calm criticism as we get…
I've been trying to understand this so that I can optimize models with transparent portions as best as possible and I'm having a hard time finding info. Where exactly is the drain from overdraw issues? The name "overdraw" would seem to imply that the more transparent space that is rendered on screen, the worse it is, if…
Window > Toggle System Console, then File > External Data > Report Missing Files. This will list exactly what's missing in your file. Given we can still see the normal in the render preview I guess it's the HDRI.
You just need to change the following lines as below, then recompile the custom material node.117 float3 IridescenceBRDF(float3 L, float3 V, float3 N, float The fresnel bias was just my attempt to remove the fresnel from the default lit shading model, so you can disregard it.
Here is a list of Jobs available right now for Art. Many big comnpanies and some really attractive projects. Some relocation packages and great benefits. Please email me at Kenny@Gamerecruiter.com with the Job Order # for a Subject. MR 09 06 109 A Lighting Artist Phoenix,AZ MB 08 17 461 A Lighting Artist Santa Ana, CA MB…