Another question will this gpu specs sufficient enough to run this software on the laptop? It is what most default gaming laptops out there (below $2000) * NVIDIA GeForce GTX 960M (2 GB GDDR5 dedicated)
You need to change the blending mode of the Generator filter. By default it's "normal", which means it will cover any areas. Try to set to multiply or linear dodge instead (depending of what you want to achieve).
Place a component mask after the scene texture, and use r,g,b. By default it output alpha as well , so thats float 4. and your texture is float 3, this is why it reports the error.
The camera settings are default, nothing attached to it. These are just screenshots of the game view. Are the filters a Pro only option as I can only use Free at the moment, hence the workarounds to get a decent bloom effect.
Have you attempted just doing a tangent space in xnormal? You may also have to look at the settings for your normal map in toolbag, make sure they're default and srgb isn't turned on.
You are correct on that. When I created the DDO project I had it at default and not the unity 5 metalness even though I exported it as a unity 5 metalness files. I misunderstood the process. Thanks.
Yep, absolutely the same issue. Btw if you bake your maps in Toolbag, 8bit normal maps are dithered by default (though you can also bake 16 bit and 32 bit as well).
The reason it wasn't showing in preview is because the default preview mesh does not have a landscape layer to it. To solve this, you just need to select LandscapeLayerWeight nodes and set the option "Preview Weight" in their parameter. Solved!
Big THX guys, I was almost going insane!!!:poly122: It was the lightbox I needed to get rid of. It has been visible here by default and I already thought it might be a bug, lol! Colt:poly121:
dude the main cylinder should have a number of sides divisible by 5, to better match up with the 5 chambers. You're just making it harder to add the recesses on the sides later by using the default 32.