If I understand you right, you are trying to track the eyes but you're not getting any results? I'm afraid I don't know much about Mocha, but After Effect's default "Tracker" works just as good for simple tracking jobs. I could tell you how to do that. Load in your footage. Create a Null Object (you don't have to do that,…
[QUOTE= To delete an unused material: click on it in the mat editor and hit the delete key on your keyboard, or are you saying this doesn't work for you? Sorry we do not have any documentation yet. I'm a little confused about your comment on the direction of the specular reflections. Could you elaborate a little?…
After doing some research into Noisemaker and the Surface palette I found out that unfortunately when you apply noise to your mesh it causes a lot of pinching on the edges of the mesh. Due to the amount of noise I am applying to my mesh to get the desired effect I am after it is pinching a lot of the polys around the edges…
This has driven me bonkers a few times Going back down the stack and moving them was a mistake, like MoP pointed out they'll just slide into morph position. It would have been fine to apply edit poly on top of the stack and move them there. It would play on top of the morph and they wouldn't slide around. 1) Fix morph: As…
@Mark Dygert thanks again for the info. One more question regarding draw calls - If I have a scene with a wood, metal, stone and brick tiling materials applied throughout on various assets, that’s 4 draw calls just for the materials, correct? So now does it matter how many different assets those 4 materials are applied to?…
Make sure there is no mask applied to the mesh (masks can be hidden). To be sure, go to the masking sub-palette and hit clear mask. Use a standard brush, and not any more complex brushes which might have different settings applied to its behavior. Check the Brush: Automasking sub-palette to make sure you don't have an…
I think the issue comes from the User0 input. If you use a generic input/output setup, it means the filter can be applied individually to any channel of your document. Having also an input that's named in there creates a conflict with this behavior, since the generic input/output could potentially be the same as User0. If…
Well, I should play around with it a bit more before I say for certain what exactly was going on, but what was happening was that for some reason I could not apply a shader group to the grouped objects, but had to apply the shader to the individual pieces. Now it seems to have been smart enough to apply the texture based…
Hi Mikool, go to your custom polygon display options, and be sure to set: Color: enabled Color material channel: Diffuse Material blend setting: Overwrite and hit Apply/Apply and Close now in your viewport hit '6' to go to textured mode, and '7' to see the texture with vertex colors. Each time you change the vertex AO, you…
Fbx is perfectly fine as far as unit conversions go and has been for as long as i've been using it - either you're doing it wrong or the importer is doing it wrong answer the following questions .. what are your scene units in max? what are your system units in max? what unit conversion have you specified at export from…