I'm trying to use bloom to push my emissives values but so far no changes seem to affect my scene. These are the settings for my bloom, all very default right now and I'm adjust the values (bloom scale, bloom threshold and color) of the post-processing brush. Should I be altering the values somewhere else?
I am in need of your wisdom. I've got a subtool with polypainting on a layer. When I turn off recording on layer, go to create a new layer, or even bake layer the subtool loses all the polypainting. I then just get the default material color. Do you know what going on?
Hi, I'm wondering if anyone could give me some pointers creating a sphere map shader in shaderfx. There's one in the examples but I can't seem to get it to display correctly (it says set the vector space to world, but it appears that's the default anyway. it just looks like a smudge of colour) any tips? cheers! -rich
Is their a way to make a scriptjob in mel activate every time the cursor is over a different component? I thought it had an event for this but I'm not seeing it now. Just want to put together a simple raycast selection script sense afaik Maya only has brush based paint selection available by default.
Hi guys, I'm new in Maya and I was wondering if there was a way to paint skin weight even on vertices that is not facing the camera. By default it seems like it there's a backface mask on and I can't find a way to disable it. I got a thin piece of cloth to skin, and it's a bit of a pain right now. Thanks a lot !
If you have some time I will recommend you to take a look at a CSS framework such as blueprint css I use it myself and I am sure it will save you lots of time defining default styles such as image borders.
Off the top of my head, you may have some sort of automasking activated on the brush. Have you tried resetting your brushes to their defaults? And is it happening on all meshes or just the mesh where you first noticed it?
Look into Post process chain. There should be info on UDN and the default should be in FX Hit Effects package as Console something off the top of my head. You can change it to be loaded from a custom pacakge by changing the ini.
there is also one thing that I missed (in my case) - some materials do not have Height or Normal channels enabled by default, so changing the blending mode for them doesn't work. After I enabling these channels it worked.
Every nanomesh to share the same UV. Perhaps I am missing something but isn't it just a default behavior. You have a mesh with UV and texture on, then add it as nanomesh and voila , you don't need to do anything exta