Omg thank you so much! I was wondering why I couldn't see mine in UVW Editor. What I did is select "Open UV Editor" > "Mapping" > "Normal Mapping" > "Back/Front Mapping > Selected Ok. and it pops out with editable material! <3 =)
I actually do not think that cryptomatte editing for animation is possible with a Blender and Fusion workflow, maybe Nuke. But, it was better designed for Maya that it was Blender where I believe that animation editing in a cryptomatte environment is possible.
large textures require more RAM to open, but editing still requires a CPU and/or GPU to edit quickly. Rendering is the GPU Baking is either your CPU or GPU depending on the program Polycounts are dependent on the application.
bump: I edited my post because it seems the link for the video went missing Here it is (sorry about the lousy framerate...my mistake in the editing software) Video (m4v for Iphone viewing): VIDEO
Hmmm...I think you can update using textfield and the flag -edit EDIT: yeah, I don't think you can update the button label directly. Maybe someone else knows.
Xendance do you know the name of the config file and where to edit in them to allow 4096 textures? Never edited config files yet so I am not even sure where they are :O
This is the edit brush window. You will be able to edit a brush on the fly with a rollout for each brush setting. It will be organized much better than the menus in zbrush :) Noise Factory, Icon Factory and Laboratory will be explained later :)
A few different ways to do this. Remove the TurboSmooth, collapse to Editable Poly, use the subdivision rollout inside of Editable Poly. Or, make an instance copy, but work on the original. Or, toggle Show End Result. Or, etc.
If I remember correctly, the greyed out keyframes become editable in Unity once you duplicate the animation clip in the Asset browser and edit that one instead. The animation is read-only inside the FBX, but not outside it.
Or a trick I used before with some other issues is to just create a new box, convert it to a editable poly, use the attach inside the edit poly to add the tire, and then delete the box polygons afterwards.