If you duplicate a high res version of your mesh in the symmetrical workflow position you will always have that version to update in that position. Also, if you t-pose your mesh you can save the t-pose reference mesh while in t-pose master which will allow you to revert back to your original position, make detail changes…
Alpha test is controlled by the shader, not by the texture. A shader can be designed to have a toggle for alpha test, and a toggle for alpha blend, so you could choose either or both depending on what you wanted. The cool slider thing is the same thing as the "threshold" I mentioned. You can see what this does to your…
I too don't get notifications sometimes. I did a bit more work here. I have a cylinder and material has 2 sided checked off, so with that I don't need to have it always face the camera. There are two problems with this though, A) If the texture isn't tileable along the X, you will see different results when you view the…
There are some really odd lighting issues going on because of my wall geometry and I'm trying to understand why. Below is another perspective of the lighting. Light is piercing through my wall geometry, especially around the cabinet position. Here is another render w/o the cabinet. The wall geometry is below Making the…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
are there any addition infos about MaterialX and Substance beside the Siggraph Slides.? http://www.materialx.org/assets/MaterialX_Sig2018_BOF_slides.pdf http://www.materialx.org/