Has this new release fixed the issue of when lights are added to the scene it screws alphas? ie it highlights the entire polygon, transparts parts included. It's pretty poor that this happens since alphas area completely essiential techinque.
@EarthQuake: I'm pretty sure that is not a scale problem, because I tried to open a lot of meshes before (including simple test-box) and also nothing appears + directory path is still blank. Here's .obj file http://www.sendspace.com/file/4ppk5e Thanks in advance.
Suggestion: Skybox saturation adjustments. Some of the included cubemaps have a LOT of color, and I'd really like to be able to turn them down a bit. Some also have barely any, and I'd like to saturate them more. I'd also really love to be able to load any DDS cubemap, but that's a lot of work I bet.
Woaaah, weeeirrrd. I tried just everything. All models exported as a .mesh works fine (including pillar!). In case of .obj and .fbx, Marmo still works, but doesn't open files. My system spec: Win7 x64 i5-2500K GeForce GTX460 8GB RAM and... I've been using Marmo in the past and it worked... Can't get it :(
After last year's positive reception to 8monkey's release of Toolbag, we've decided to make some major additions and updates. Behold, version 1.0: http://www.marmoset.co/toolbag For those of you who don't know, Toolbag is a realtime material editor and presentation tool, based on our Marmoset engine. It's a quick way to…
Well disabling Use Graphics Processor (which includes OpenCL, Anti-alias Guides, 30Bit Display and Use Graphics Processor) does make the problem go away, but it also removes some nice features like Rotate View, several filters and various on-screen tools. I'll tweak the settings and see if I can disable any of those…
@BlackulaDZ: Thats... pretty weird. Unfortunately it doesn't have much to do with toolbag, since that error is coming from the Microsoft Visual C++ 2005 redistributable installer (which we just included with the toolbag install, but we didn't create). It's probable that toolbag still installed correctly, but if it doesn't…
I'm having a bit of trouble with maya 2012 and tangents/binormals. Whenever I use a detail map it randomly flips the strength of the detail based off the tangents/bitangents of the mesh from maya. I've remapped it, unlocked/reset normals, tried flipping normals/uv winding, and every combination of OBJ and FBX settings…
Didn't know if this has already been brought up but when you turn on SSAO...everything will receive it including little cards using the "Add" blend mode. Say I have two planes intersecting perpendicularly: the texture is just black with the blend mode set to add and it will have a laser type of effect running through it on…
hey guys.. is there any way to have the automatically generated alpha channel in tga files include all chunks? for me, it seems to only mask the last chunk in the list. the grey background is easy enough to select and delete in photoshop, but it might pose problems somewhere down the line. also, please grant us users…