It looks like you're using our legacy bevel node. In Maya 2015, we introduced a new bevel node so that we could improve the bevel algorithm without affecting legacy (Maya 2014 Extension and earlier) files; i.e. you may have compensated for some of the shortcomings of the old bevel operation in Maya 2014, so we didn't want…
Okay i was worried about something not being exported with OBJ, like maybe tangents and binormals or something. I can't remember but someone said what ever it was was needed to prevent shading errors in certain situations. Anyway, thanks. --- Quixel really nailed the auxiliary wear details IMO. I did 4 years in autobody…
A simple example of modo's triangulation algorithm: Well, i'm not happy about the left example, but i get really pissed off about that crap on the right. Thats a clear degenerate (almost zero area) plus Tjunction/hole. Why would modo want to do it this way?! It completely ignores unbalanced weights of resulting polygons…
This one: http://www.keinebilder.de/download/schrade-lowpoly_curvature-highpassed-8px.jpg was made with these xnormal settings: rays: 128 spread angle: 162 bias: 0.0001 algorithm: average distribution: cosine search distance: 0,05 tone mapping: monochrome smoothing: yes background color: black Except for search distance…
There are a couple things you can try. I assume that you are using 3ds Max. -Turbosmooth Pro plugin by Marius Silaghi, has a Linear UVs switch but also has a better smoothing algorithm (I think) = http://www.mariussilaghi.com/products/turbosmooth-pro -Select all edges of UV & split them in Unwrap Modifier = This will…
Well as I said, VDMs uses the point (or vertex) data from a mesh, both the height and more importantly the direction of the point vectors to create its data. UVs don't really have anything to with this. Sure, it's true that UVs can (and are) used for storing and displaying that data in a map file, it's really the…
Hi renderhjs - This morning I was having a great idea but it didn't work out - is it possible, am I just doing it wrongly? I wanted to use the relaxed/flattened uvs of a model as poly verts and make a morph to and fro so I can skinwrap a bunch of surface details onto a curved shape. I can lay them out on the flat uv model…
for me it works on some models, on others it's a joke, with some geometry it just gives weird/unbalanced results no matter what. actually i prefer the freeware LSCM unwrap plugin for max that was posted in these forums or roadkill for maya for this task, the algorithm they use often seemed to give somewhat better results.…
Most engines prefer quads or tris at export/import, and just about everything will be tris in-game. The reason you were trying to stick to quads only doing high-poly stuff is because it works better with smoothing algorithms. Those high-poly models would still be triangulated at render time. Generally when you're sticking…
@Tosyk ... about this img i too have run into the "love" of whatever they are doing with their view-port, they seem to be utilizing some neat "tricks" or are just ahead of the game in understanding how to utilize their shading algorithms, from what i can gather it has something to do with an nvidia attribute in the shader…