Yep, only the glass material has alpha blend mode on and everything else doesn't. The computer's specs are: CPU: Intel(R) Core (TM)2 Quad CPU Q8200 @ 2.33 GHz 2.34 GHz GPU: NVIDIA GeForce GTX 580 OS: Windows 7 Professional EarthQuake, I sent you a PM for the files.
1) hmm thats odd. Try using a flat normal texture (128,128,255) in the normal slot of the glass...that should overwrite it, or load the normal for the actual glass itself :) 2)Not that I know of. AFAIK, you must reimport the whole scene (or just overwrite the mesh that is loaded, which will automatically reload it for you)…
@Either.Ardrey, a few things to know about using the Sky Tool: 1)As ceebee already pointed out, for maximum range of lighting you will want to use HDR images for your source. If you don't have HDR images handy, or not too comfortable generating your own in Photoshop, standard 8-bit images will work, the final exported…
Well, the new material is fairly straightforward. It uses a grayscale map on UV channel 2 to blend between two layers of diffuse, specular, and normal maps. To get a mesh with two uv channels, you need to use either the .mesh exporter from maya, or an fbx file from your favorite modeling app (the obj file format does not…
Well two things: A. A normal map is required, if you clear that slot its going to load something random from vmem, so weird things are bound to happen. B. Specular reflection is going to show smoothing errors to a much more extreme level than flat diffuse lighting. In toolbag 2 we will have a variety of tangent space…
I have an issue with transparency: So the 2 screens are exactly the same setup except the bottom one at a slightly lower camera angle. The mesh behind the glass just render and fail to as I cross a certain angle. I have the transparency in the alpha channel of my diffuse map and blend mode set to alpha. Is my setup wrong?…
Mesh loose materials. Did you notice that if you open an .obj mesh and apply materials to it and then save as .mesh, it loose the material when you close and re-open? It works fine when you use an .fxb first. I though that saving as .mesh was a new format, but obviously there is someting remaingg that make a diference if…
Hey. I am using marmoset and it is very useful tool. But here I will list some bugs or limitations I have encountered so far: 1. I have 10 materials and each of them has 4k normal,spec,diffuse. When I add 11th material the app start lagging so much that I cant even use it. 2. High supersapmpling make highlights less…
Thanks for the reply. 1.I used the flat normal map and got the result like this: same issue... 2.I exported the mesh from maya and leave "normal" on. 3.I welded the uvs,and still got the same problem. Infact I got the same issue in another model but it appeared at a not very visable place so I ignored.And this time I met…
You have found a new PSD bug, congrats! Some PSDs without alpha channels are loaded incorrectly and do a weird grayscale tiling of what looks like separated color components. The work-around for now is to always add an alpha channel to the PSD. EDIT: This was actually a byte-alignment problem with all our non-power-of-2…