I'm trying to flip the screen horizontally and vertically in a post process material, but I am getting unexpected results. return tex2D(SceneColorTexture, 1.0 - ScreenPos); This should invert the Screen UVs and return the inverted image of the scene, but instead I'm getting this garbage:…
Been working fin up to know, but suddenly when I select a vertex now the move tool is at an odd angle, each vertex seams to have its own weird angle and if I select multiple vertices and move them they all go in different directions. Help :S
Sorry for the stupid title but I didn´t know how else to describe it. Appereantly I hit some hotkey or something that shrinked my modifier thing when you select vertices or faces. This makes it really hard to work. Anyone know how to reset it to it´s original size?
Ive been looking around and cant seem to find any info on it. I was using the cracked concrete material in DDO but I wanted that crack to move horizontally instead of vertically but I couldn't figure out how to do it short of manually doing it in photoshop after the fact. Is there any way to actually do this in Ddo?
Hey there! Going to be going for a very vertical scene based around a giant gyroscope/planetarium/astrarium device based behind the throne. Both me and my teammate will be posting updates through the post! Here's what the device is looking like currently. Scene update to come in a little bit!
I'm not sure what you mean but a little trick I like to do is to select the COG and then switch the rotate to world and see where the vertical axis lines up. It's not perfect because the center of gravity is not always at the COG control but it's quick and dirty and gives you a preliminary idea of where the center of…
I'm not sure if it was Cathodeus' script or Space Frog's but after running both and then re-starting max, I get an error when I run max and now my viewport has a large black vertical stripe down the middle. How do I revert these changes back to max default settings?
I think you cars are stronger work than your toons - but they are really cute! :) What i dont like: the menu. First: horizontal scrolling is not that common like vertical. But even with: i clicked mostly the wrong picture because the are "flying" too fast. Personally i dont like these "flash" menus.
If you want to see how these hidden edges can affect how your geometry looks, make a single quad flat on the grid, grab two vertices diagonally opposite one another, and move them up or down. You can now watch your quad crease along that hidden edge.
The cage that Transfer Maps can have its vertices tweaked, history and transforms cleared, exported to xNormal, and used as a cage just as in Maya. Same deal with the keyframe-explode method, just export everything all blowed up and go! Have you solved the wonkyness in the AO yet? I'm curious about this.