Why would you float geometry that is supposed to be providing you with cavity/intersection shading. that makes no sense. If its supposed to be providing an indent then float it. if not just mate it with the surface.
It's basically like that 100100 is your value and you split it to get 100 and 100. So you have to half your resolution to get twice as many values in there. But note: floats are handled differently then ints as they are stored with the famous "floating point". So you might only get two values in a float. The internet will…
Hey guys, i got a little model with some floats on both side. the floats are the same and each side is unwrapped seperatly. when i bake with max i get the floats on my normal map on both sides. but when i do this in xNormal only one side is baked. i dont know why. the hp floats are also not seen in the xNormal 3d viewer. i…
...which is weird because $manipCoords is a float array. If anything tries to store a string in a float variable then Maya will convert that string to a float 0 and prompt the error message: "Converting string "X" to a float value of 0." It's a strange problem, and I can't really fix it because I would need a Maya 2014…
For those of you who are confused, here is a basic shader that you can use to get your foot in the door for physically based shading. As you can see, it doesn't even cost much more instruction count wise then the dreadful default phong shader. To make it easy to implement and re-use I suggest you do as I did and implement…