Thank you! You've got a great point there. I'll keep on studying. I've tried working with b/w,then coloring,technique, but it didn't work for me, because I always messed the colors in the end. For me colors are very important. You can call me control freak when it comes to colors. So trying to come to the color I need…
Have to disagree here. Between Rendering Maya 2016 multithreaded ( and it appears more for the future ) light baking upcoming Direct X 12 leveraging all those cores. I would say that the multi threaded revolution is well under way. If not for the average consumer... Certainly for the Polycount set? Moore's law has hit a…
Hello everyone, Nice to see everyone's work coming along. At the moment I am faced with a problem. I am trying to create foliage but when I mask out things like grass, I get hard jagged edges in game and it ruins the mood. I was wondering if anyone knows why this might be? I have tried the alpha mask in both opacity and…
simply put.... no. if anything PC games are coming back, which means even more high poly. But when it comes down to it. consoles arent going anywhere. the core gamers will always want a good controller in their hands, looking at a big screen (and yes, PC can go into this category). consoles are also way more social than…
Thank you for your insights poopie! I'll definitely check out Igor's particle system nodes. I have a long learning curve ahead of me. I gave it a try with Pixel Processor as well as Fx-Map. With pixel processor, because I use sample gray node, it wouldnt let me alter tiling mode. With FX-map it was pretty straight forward…
As mentioned above, it's probably because there's not many actual human-written reviews on the net -_- It doesn't appear to have a proper community around it: most descriptions come either from a year old "is it going to replace Substance" news articles, or from Instamat itself. The bot probably going to sound like an ad…
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
Thanks poopipe . So it should be some per face index like those 1001,1002 stored with the geo or it's still some code to execute during loading or run time that assign per face mat ID based on UV values? I mean if it's in the geo already so why the code? I never heard about storing it in FBX for example.
err probably because not everyone that knows a bit of "code" knows every bit of code. "You just need a terminal to hack into the mainframe through the backdoor" "I don't get it, I thought you said you where a programmer? Why can't you re-target Chinese ICBM's to obliterate Russia using my Commodore 64!?" It's that simple...
I use notePad++ with the mel language definition installed. It doesn't do autocomplete for mel but does code folding. https://www.highend3d.com/downloads/applications/syntax-scripting/c/mel-language-definition-for-notepad to get code folding to work I had to add { and } as folding options. Maya LT doesn't support python so…