Just a quick test with the "Benchmark_GPU.bat" on my comp: Core 2 Duo 6300 (1.86 GHz) 2 gigs of ram 8600 GTS on Vista 64 bit ed. 30 fps 1024x768 w/ All settings at Medium (default) 15 fps 1024x768 w/ All settings at High 15 fps 1680x1050 w/ All settings at Medium 4 fps 1680x1050 w/ All settings at High
@poopipe that is very cool. The OpenGL docs say that you would use the values of the W texture coordinates (as in, UVW) per vertex to control what texture from the array to use. Say, W = 0.0 uses the first texture on that vertex, W = 3.0 uses the fourth texture and so on.
Any tips on how I can get rid of this crease? I'm using the latest version of Maya! The above screenshot is a smooth preview, and the bottom ones show my current topology (left is w/ smooth preview, right is w/o)
more updates.. rigged.. playing w/ cool poses.. there are issues w/ the rig, but I'm doing my best on that... @ Joshua-- hey man.. I hear ya on the glowiness. the texture bleeds out a bit and the texture get's a little muddy... It has a bit to do w/ the shader I'm using.. I will probably end up going back to my original…
I have since replaced my diffuse lighting twice. First, I tried a energy conserving wrapped lighting implemented like this: saturate((dot(N, L) + w) / ((1 + w) * (1 + w))); Where w = 0 is essentially normal Lambert and w = 1 is essentially half Lambert, only energy conserving. This produces pretty nice results, but I have…
So I just noticed in the Unwrap window in 3dsmax that you can manually type in values for U, V and W. The first two make obvious sense. The W one though boggles my mind. I can't figure out why is it there. Tried typing in all sorts of numbers, doesn't do shit. Anyone has any idea? Or is it just there to mess with my mind?
Huh, never thought to move on W. I always just move on U or V and leave the chunks out there, they map fine that way. But W... so I guess it only bakes between 0 and .999 ? Seems counterintuitive to me, never had a baking problem with various W values.