Thanks for getting back to me so quickly. :) I'd actually thought it might just be scaled down, as well, when I first started seeing the issue. Scaling up the object scales the bounding box, but all object attributes stay at 0,0. It's interesting because I can center the pivot to the scaled up bounding box, but when I…
16-bit images can already have 4294967296 different shades of color per channel. 64-bit image would have 18446744073709551616 per channel, and as most monitors can't really display all the different colors of 16-bit images, 64-bit images would really just be a waste of disk space at the moment. Maybe when monitors have 1…
yeah sure, arround 100 000 yen will help me to buy a second screen... Because I planned to use my dual of my laptop... then single screen for yet... But 6go of RAM (DDR3 ? ) with a 1Go GeForce, under 100 000 this is probably pretty difficult, isn't it? One of my hope will also go in the Aeration system... because as you…
Just make sure to get one with a high resolution obviously, and as low refresh time as you can for a good price, as well as high contrast. I would rather have a 19" with 2ms response and 10:000-1 contrast over a bigger screen with worse specs. I have a 22" right now with i believe 2ms response, 1680x1050 res and 3:000-1…
After more fiddling and layering 3 Shape Splatter nodes I've managed to get results I want despite limitations to the Scale (0.0 - 5.0) and newly found out Size parameters (0.0 - 1.0). Makes it a little more involved if you're splattering longer shapes that don't fill up the square bounding box.
A better question would be to ask how many do you need? 90 000 polygons used to create a single piece of vegetation seems a lot less reasonable than to use those 90 000 polygons to create say a key character in your game. I think it all comes down to whats reasonable or not.
Looks fine but design wise I think you could do better, have you taken a look at old depictions demons. Instead of the archetypal monster with sharp teeth they look quite terrifying: http://media.galaxant.com/000/123/686/desktop-1425912124.jpg http://media.galaxant.com/000/123/692/desktop-1425912133.jpg
A procedural wood material i did sometime ago :) https://cdn0.artstation.com/p/assets/images/images/002/756/660/large/adnan-chaumette-wood-procedural.jpg And here's the graph : https://cdn3.artstation.com/p/assets/images/images/002/756/659/large/adnan-chaumette-wood-graph.jpg?1465350440
I have the same situation. My config AMD PhenomII X4 955 3,2Ghz 8Gb RAM and Maya lagged on 200-500k polygons. And selecting different object very slow. But on Softimage I work with 15 000 000 polygons and softimage not lags. I think this problem in Radeon's videocard. Sorry for my english.
Just edited the script and it now works fine. I have just tested it with 100+ models with 170 polys each. I think that the problem with the script is when the script loads up it is defining the local variable as 0 so that when the script runs it thinks there is no objects selected. This is causing the button to be greyed…