yeah, Lamont, and this may be the case. Based upon your comment I thought I'd just see if it would work on a default polyobject that's been edited. So I just did an 'insert edge loop tool' for a couple of loops and scaled them. Then I selected in multi-mode again some various edges and verts and low 'n behold it worked!…
That was very helpful MoP, I've gotten started handling instances properly but now it seems like I'm having control logic issues. The script now only handles instanced nodes and doesn't seem to process unique ones. http://x-hax.cultnet.net/sa_scene_obj.ms Its probably something stupid that I managed to overlook but I have…
[ QUOTE ] actually one of my teachers was telling me about this old ass engine that required you to do things in quads because it wouldnt import correctly otherwise. I didnt understand the exact technical stuff behind it but it was something like, when it went to transform a poly into a triangle and the poly was already a…
wait until you can afford to upgrade both. Though as illo mentioned CPU would be more important (it also has to send the commands to the GPU). The Celeron has lousy cache, which is where a lot of speed comes from in CPUs. An i5 would be cheaper alternative on same socket.…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
This has to to with the indexing of the curve. It seem every part is indexed separately but this is not relayed onto the Index node ( only one dimension 0..n an not somethign like (1..p, 1..n) ~~ (Part , PartIndex) ) so on splitting teh curve the index "restarts" of some kind but then it is not correctly interpreted…
this is cycles, and the texture is just a simple white (the default color of the the diffuse node). Sorry i forgot to say this, but everything is at a default value, that's why this bothers me. Lights are not baked. The only light comes from an emissive shader that's part of the lamp.
Some might remember some of my low res planes from ages ago. This is what they are for. A relatively slow-moving project (though totally noncommercial, and in fact the first openGL project the programmer has ever done... and second game he's ever worked on, so from my perspective, a pretty good achievement) which is…
CS is practically all coding haha. Once you go further in there'll be classes that focus more on things like logic rather than actually writing code but if you do CS, expect to write a lot of code. If you can get a very strong understanding of CS111 and Data Structures though, you'll be set. I even know a bunch of people…
Hi @Fabi_G Thank you for your patience. I really appreciate your support. I can share the specific model if needed, although I’m not sure it’s necessary. I did some reading and experimented a bit with baking at 2x resolution and then downscaling and normalizing the normals. The results are definitely much better now. See…