Hi, I'm trying to export a maya rig made with advanced skeleton to fbx to open it in unreal. Before the export I have this: When I open the fbx I have this: The error I get is: The plug-in has found the following skin definition problems :Unable to find the bind pose for : /…
Hi Folks, So I am trying to implement a tessellation effect which will tessellate near the camera and lessen the further away it is from the camera (as you might expect). I have been trying to do this using a distance based solution which I use for blend textures out to avoid tiling repetition, but this doesn't seem to be…
I'm using Arnold with Maya 2017. I've made a groom with XGen and want to set the colour to be the same as the texture I made. I have markings in white, greys and browns so would like for them to show in XGen, not one colour. I have looked at many tutorials and haven't found a solution, I need help as I have no idea what to…
Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…
Note that since Substance Painter 1.6.0 you can even drag and drop filters directly from the shelf into your layer stack. That will setup the layer in passthrough mode automatically. :)
You'd better start figuring out the software pipeline and code you and your team are going to use before actually asking for advice. on a side note: That image opened the floodgates.
In this next stage, we are going to import the model into 3DXchange and create sub-props out of the components. On the left we see the various components we created. In SketchUp, front and back faces are separated, so each component is listed twice. In high-quality SketchUp models you can dispense with the back faces, but…
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…
it's a little convoluted but here goes. on the target object (the one you want to align to) add a custom attribute from Animation::Parameter Editor... called vert make it of type integer, ui spinner, from 1, to 999999, default 1, width 64. Press Add. now select the aligned node. in the motion panel select the Transform…