Yes, I know. If I put it at 0.01 %(?) it looks to be about the correct scale. It doesnt really matter how big the object is it is just so that I know if there is a specific guide. I have read through the manual but could not find anything about that. Can you make/load transparent (glas) materials in the trail program and…
nevermind, i figured it out. all i did was paste the color of the hair as the background instead of white, and saved that with the alpha and that got rid of the noticeable harsh outline. however, i'm still having issues with the material editor not saving the materials and having it load up properly in effect with all…
Ok, thanks. But I get this problem: Both the alpha and the color of the map are the same - gray. The object is unwrapped as flatten mapping. It looks as if the normal map from the ladder is somehow showing on the glas. The normal map from the ladder: Why? EDIT: It looks as if the normal map of the plane is at the inside of…
You need to have a separate mesh chunk/object for each additional material. There currently isn't any way to load "material ids" or similar, if that's what you're looking for.
I have been wondering if there is a way to get a matte shadow object into marmoset? So that I can keep the shadow information but not have the background color. Thank you for any help.
@getawesome13 Thanks buddy, I looked over it more and tested with other things and yeah the problem was on my end, normals werent object space lol. :P Still love the engine.
@JMYoung - While alpha testing should work just fine, Alpha blending rendering correctly to the alpha channel of Toolbag screenshots is not currently supported. @frwanque - If you're running version 1.02, you can use the Video Output features found on the 'File' menu tab. For an overview of that process, check out the…