Polycount used to run on vBulletin forum software, which offered BBCode editing. But that was a few years ago. We haven't used BBCode for a long time now. We're running on Vanilla Forum software, and we've disabled their BBCode editing mode because it makes the site easier to moderate. Briefly we switched to Simple HTML,…
I guess I forgot to mention that you should resize the heads to make sure that one image is not smaller than the other. It's also important to note that these two heads are being shot at somewhat different angles (look at the relationship between ear height and nose height - the white guy has his head tilted back).…
First of all, the solo channel mode for the height channel is displayed in [-1,1] space and by default negative information are showed as black. use the +/- parameter in the viewer setting to change the display and view the negative color if needed. The contrast between the two colors can be a bit hard to see sometimes. As…
Have you tried playing with the GPU acceleration settings under Preferences/Performance and switching between the different levels of drawing modes? Assuming the preferences of CS5 offer more or less the same settings as they do in newer versions, that is. And worth noting that if you want to run Photoshop in compatibility…
Try to add that in your userSetp.mel // NoLight ModemodelEditor -e -dl none `getPanel -wf`;// unfieltred mode in the ViewportmodelEditor -e -td "modulate" -ts 1 -ta 1 `getPanel -wf`;// unfieltred mode in the UV EditortextureWindow -e -imageUnfiltered 1 polyTexturePlacementPanel1;…
I know the grind of wanting epic
renders without a studio-sized wallet. That’s why I built my own render farm,
piecing together custom nodes to crank out serious power without insane prices.
Pick a tier that fits your deadline and budget, from a handful of nodes for
small gigs to dozens for blazing-fast turnarounds. Thanks…
I think i know what your having issues with there. The two nodes that seem to confuse people are the image node and change range node. flow should look like this texture>image>color2scalar>changerange>material change range is located under nodes>math>changerange. Hope that helped.
Make sure the nodes you use to create the height map and ultimately your normal map are set to 16bits (the link between these nodes will appear thicker once set to 16bits). You can set the first nodes/noises you use to 16bits and the following nodes should inherit de setting.
You can add a mib_shadow_transparency node to your shading network. Connect out_transparency from your texture (if you're using the alpha channel) to the transparency attribute on the mib_shadow_transparency node and connect that node to your Shdow Shader attribute on your shading group node. Make sure the shadow color is…