Your result is the expected result, and the one I got when running through your steps. To fix it, you should just be able to increase the tolerance on the edge detect node. It looks for contrast, and if you notice, in your distance node you can see a subtle gradient in each shape. Your edge detect is just set sensitively…
What do you think of these?: http://video.google.com/videoplay?docid=6621056445411384184&q="loose+change+Part+1" http://video.google.com/videoplay?docid=7721485671999456333&q="loose+change+Part+2" (I find them interesting and have summised) As the majority suspect, 9/11 was a farce. Theres a mountain of websites that go…
Please enlighten or correct me as to where I'm wrong thinking on this notion ...or I may just be tilting at windmills... I understand that when you take a number, say like, 255 [(a hole number integer) out of context] and divide it by 2 you get 127.5 and thus, through comprehensible rounding, bring it to 128 and provide…
Uhm, this might disappoint you but I don't have many steps at all. 1. Select obj1 2. Press M, apply material 3. Select obj2 4. Press M, apply same material Oh, I guess there are some steps to actually make it a texture material. To add a texture to the material just.. uhm: 1. Open up Shader Tree 2. Find the material group…
CorVex 1.63 Released today. Along with the updates, I updated some of the UI screenshots and function definitions on the docs. * Added new setting Reset Step Per Spline. This setting is used with the Step and Slope Increments. When enabled, each spline (and each subspline if in Wall Mode) will reset to the initial height.…
you can do it, but it's a bit of a process: 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal…
Hi, Firstly do you still need to run the script? I'm doing it thru the tools option found in textools. v. 4.10 Secondly, can you give me an example? Lets say I have sphere I select some faces for smoothing group 1 , then I select were I want my hardedges to be with smoothing group 2. Whats the next step? If I run smoothing…
Hey JordanN, I actually lost my USB drive that had the pictures for that model but I have a couple of screenshots. I am just now starting to learn how to UV Wrap models, baby steps... I guess more of what I am asking is how would you put textures from the building in the first pic to the second in steps? I am just now…
Your terrain looks kickass but from what i gathered in the wip thread the polycount is extremely high. I have my doubts about the practical usability for anything that goes beyond a portfolio showpiece. There is a reason why the regular terrain in CE uses lod steps for the tesselation. The guideline from Crytek is 50k tris…
The lignering particles look a bit weird. I'm guessing they are supposed to be snow but I'm not sure that it works all that well. If you're going for more of an ice crystal feel then you need to make them twinkle a bit and maybe have more crystaline shapes, sharper edges. For your ion laser thing, have you thought about…