Hey all, Does anyone know if it is possible and how to reverse the vertex normals on a vertex shader level in ShaderFX for Maya? What I'm after is equivalent to disabling the "double sided" and enabling "opposite" on the shape node of a polygon object. But I can't find anything regarding vertex normals in the Vertex Shader…
Hello i have a little problem with the vertex paint in 3ds max. Unfortunately i have collapsed my vertex paint with my editable poly. So my game engine cant recognize the vertex paint. is there a trick to take back the information in the editable poly to copy in a new vertex pain modifier? sorry for my bad English im…
Also; 1 Vertex = VERTEX More than 1 Vertex = VERTICES... I can't even count the number of times I've heard; 'Select the corner vertice' 'Select a group of vertexes'
could be a 2 texture alpha blend, or a vertex color alpha blend for 2 textures.... vertex alpha (left) gives a smooth gradient blend dependent on vertex density, texture alpha blending can give much more variation in the blending and is independent of the vertex density
Hey Polycount! Sorry if my first post in a long while is a question but Maya has driven me into a corner! I'm in need of a blendshape driven vertex colour system that will colour my polygon's vertex colours as they are displaced from their original position. What I'm thinking of at the moment is calling the current vertex…
Normally when I select choose selection -> vertex I see vertexes in blue, when I select some of them, they are red. But sometimes I cannot see any vertexes (in blue and red). why? How could I fix it?