No, the tools are unfortunately not publicly available, the research however is: http://people.csail.mit.edu/sumner/research/deftransfer/Sumner2004DTF.pdf Technology that's 10 years old(the previous work that deformation transfer is based on goes back 13 years!) works extremely well, saves mountains of time, and there is…
I need help making my spec maps more believable. When I connect a spec map to my meshes, they are all very shiny even though I didn't blow out the whites in the original maps. Everything looks like metal. Do I need to work with the spec power node as well? I went ahead and used a multiply and constant3vector expression per…
Hi all, It's been a while since I last posted here. I'm experimenting with switching from Mental Ray to Arnold for Maya. The rendertimes are great but I'm running into a serious problem ! As you can see in the image in my attachment my normal is not displaying propperly in the render when compared to the viewport. I've…
I would like to be able to link a Transform 2D to an Input Parameter so I can reuse the node throughout a graph. Looking through Google searches I've yet to find a way to easily do this (I've found a thread that has the rotation only). Since this seems like a pretty basic question I'm hoping someone can link me to a thread…
Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…
Hey everybody! What is "GSD" you ask? Well my friends, it's a super cool acronym which stands for "Getting Shit Done" (I'm clever :thumbdown:). I am a fairly big lurker on here, as well a big excuse maker and when I find myself motivated I usually take on too many projects at once. 2014 Was a great year for improving my…
It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…