If it's a separate object, it has to make another drawcall, doesn't matter if you're using a shared texture atlas. Making all those separate objects have the same huge texture is just making that drawcall more expensive. Texture atlases are only useful for static objects that can be combined into one object, such as a…
In Max 2008 the UV edges take the colour of the object (the swatch next to the object name in the modify/create panel). It sounds like you might have your object colour set to the same as the background colour of the Edit UVWs window. Try changing your object colour to white or something. I am considering writing a script…
you need to lay out your uv's for each object in "multiple uv tiles". look at the bottom picture and text. http://download.autodesk.com/us/mudbox/help2010/files/WS1a9193826455f5ff4e421d7d11bf108001d-5967.htm if you want to paint on multiple objects that have the same material with each object having its own texture. setup…
that is not correct, there is definitely a difference from object to tangent, object gets a way better range from the vertex normals that tangent space doesnt. like bakeing a cube is better using object than tangent as tangent after 90º with 2 normal verts gets a bit weird, and object can hold the nmap without a problem.…
it's usually not a problem at all if you bake form one single object to another. Blender can do it super quick if you bake your albedo in emit slot for example. A bit more complicated it is when you need to bake many objects to single shell object. Or bake many different objects into single shared texture using another UV…
Cross posting in case you don't want to wade thru the whole thread to git to the end results and a modifier revision: most folk r using the alt rmb fer scale navigation in Maya. Now that the Roger is alt rmb-n' wit zSwitcher... tis time to free the key and un-scramble my brain's viewport. ( new hot key is ctl-mmb ) (…
It seems the particle system strains out anything that is not geometry. Things I tried: - Linked a light to a cube, only the cube came out of the emitter. - Grouped the light and the cube and selected the group to come out of the emitter, only the cube came out even though it let me select the group AS the particle, I had…
It's not me it's company I am working for who bought it. I am afraid I am not free to disclose any details. We have super tight non-disclosure, sorry. With smart objects I meant you could make pieces of your photogrammetry scan smart objects, put height or whatever channels inside those smart objects and save them as…
Thanks for the feedback.... My research question is; While investigating virtual reality technology, animation, games, and narrative; 'What are the effective translation processes that portray character emotion within narrative for advertisement messages?' to give you an idea of my project process... here are my aims and…
Good question, Shrike. Since Unity's HDR pipeline allows for shaders to output colors greater than 1, I have written a shader that outputs emissive colors of much greater than 1. Since this post effect is bloom done the right way--no threshold and energy-conserving--only objects that are significantly brighter than…