Hi ! This is an old topic but ... The guys explain in the video the way how you can achieve that : First you need to bake the depth information from your terrain you will use that for the fade between the terrain and your object to make the blend Second you need to bake the world normal from your terrain to rebuild the…
What made me feel like crap: Wanting to say, what i want to say & the rest of "you" preventing me, you as in website "mods" & the like because reading the truth (or you claim my truth) will ruin your day if other people get to read it, they might agree. Wanting to say a lot of you claim to be adults & show a lack of spinal…
I have encountered yet another particularly frustrating issue in Maya. I'm creating my first facial rig for class, and have gotten to the point where I am creating blend shapes. We're supposed to create blend shapes for the eyes, brows, tongue, and mouth, each in separate groups. We were instructed to use the "Default" or…
I am trying to get the rain texture to pan slower when the vertex normal direction is facing upwards. Below you can see the shader network and a screenshot of the result. It seems like the engine only chooses one normal direction and in those cases the result comes as expected. However when the normal direction is…
So its only a win if you count the votes of the hardcore, most of whom actually do own a wii? Maybe looking into why the Wii is a success and why people find the 8th Mario Party fun is something you should do. There are lessons to be learned for sure, even if you hate the look and feel of the controller. Blindly passing it…
Hi polycounters ! 0/ Since a few hours (maybe more) I'm trying to learn and make a custom tool for Maya and my workflow. I have already programmed in C++ in the past, so the Mel language is not so hard to understand for me. The hard part is to find the name of the various function inside maya, but even with that, I still…
Just a few tips on your shader. Try and get normal maps working with reflections. If that is not going to happen (some engines dont like it, compression etc) try and include per pixel shading and reflections. Without these, the reflections and even worse, the specular is calculated from vertex to vertex. Complicated to…
Never working with UDK made me loss some nerves today :D I finally managed to load helmet in slot, however still I dont know how to preview this on test map in nicer lightning as when I am adding Vanguard to map he does not have slot that I choosen for him in assets editor. Anyway here are some screens. I baked both…
Nope, if you have 2 polys with a 90 degree angle you always have to assign different smoothing groups, there`s just no way to bake a correct normal map with 90 degree polys sharing the same smoothing gorup, you`ll always get shading artifacts. The ideal case is always keeping the model in 1 smoothing group, but due to…
Hello all, I am trying to achieve something like this in Maya Renderer or Arnold Renderer: I have a model and animation ready and I know how to do the regular batch render, but I was wondering if it was somehow possible to do a batch or sequence render of the World Normals? The most simple solution I can think of is to…