Hi everyone, I'm having a bad shading error in Iray render that i cant explain. Is visible only in Iray, in paint mode i do not have any problem. The mesh has benn exported from Blender with the faces smothed and in fact the same mesh in blender does not cause any shading issue. Aloso if i give one more subdivision level…
I've been using Maya/FBX and the materials in Unity somewhat reflect the options in Maya, if I used transparency or specular those come across to Unity, and if the texture is there and in a certain spot it'll automagically find and assign that as well. Strumpy Shader Editor is what you'll be using for node/shader creation.…
Hey folks, I recently dug out an already completed model of mine for portfolio update purpose. I saw that the export-model had some strange shading issues compared to the not-combined model I used for setting up my bake and other stuff. I tried to get my head arround this issue and discovered that as soon as I combine both…
hey was talking with a friend and he wanted to know a lot about cel shading or at least a lot more then i currently know. so im starting this thread for any knowledge anyone might have on cel shading for max and maya. one thing i do ask is that if u have a question make sure to say what app its in (max, maya) and same for…
GOLEM MODEL: Not sure how to sort this shading error, i want it to stop splitting the polygon and shade it as a face rather than the triangles, or will i have to change the topology to remove this error? its currently only about 500 tris Could be me being stupid but any help is appreciated :) its more tha rm that the chest…
Most complex effects, and yes cell shading with edge detection counts as complex, are going to have long shader node trees. the exterior cell edgeing can come from 3 main ways. 1: duplicate the mesh, push it, flip normals, and apply the edge color. 2: a fresnel operator with a hard clamp set to black and multiplicative on…
Well thats 2 different things. The x shaped shading errors appears because of the flipped triangulation that happened between softwares. And triangulating upon export should definitely get rid of those errors. And you split the uvs to not get those gradient lines along the topology lines on your normalmap. Keep that latest…
Lumion is looking for a passionate artist who crafts creative and innovative shaders for our inhouse rendering engine. A talent that is inspired to achieve only the highest of quality in their work and wants to contribute to the artistic vision and development of the industry's most widely used architecture visualization…
Hi All, Would anybody mind sharing their thoughts on what makes a good cloth shaders. I'm seeing some really nice cloth shaders on all these Next gen games, both in actual game and the promotional material. What would I need to recreate a good cloth look in mental ray, where I can use all the tricks possible ? I see a…
Hi! Cool to see an update. I must say though, the shading on the terminal still looks off, like the normal map is not working with the mesh shading. I would doublecheck against the shading in your texturing app that all looks as intended in engine. If you want a second pair of eyes on it, feel free to share files (for…