You say you have a cubemap working in a custom node can you post and example of that working? I cant seem to get even a simple cube map to work in the custom node. I've tried the custom texture node in conjunction with defining the cubemap in it using texCube(s,t) and I've tried to just return a texCube node directly using…
So the question came up about any custom stuff or plugins I may be running, so I reverted back to a default configuration. I also discovered that I can recreate this on a maya-created plane. Here, I've started with a plane, assigned a blinn to each face. Then duplicated and deleted one of each face. Saved/loaded, then…
Yeah sounds like adding would be the correct default instead of mult. Also I was almost sure someone was gonna mention Fresnel.. I guess that's a must for a nice looking reflection. Good points! About gamma correction, we already take care of it so hopefully won't be much of a problem. How much variety do you think there…
A - Figured that one out the hard way. Then went back and split all my edges by hand (I'm guessing there's a tool for this someplace that I'll have to find). This gave better results, but still the ring around each shell. B - Based on your other post (in the link), it sounds like Max has it averaged by default... which…
Ok so just in case anyone else comes across this, I found what was going wrong with everything I asked here - First half ^ sorted, 2nd half to that 'issue' was to simply use the Dynamask editor with curvature (mostly) as your function - Found out that the normals weren't updating because the layers in DDO (not PS layers)…
send them an e-mail. one thing I don't like about cs6 is that window overscroll doesn't work anymore this worked in cs4/cs5 on mac but they both removed old plug-in support and didn't add this feature by default. but seeing how photoshop cs5-cs6 already has more improvement than painter 7 - 12, I can't really complain…
Hard to know what your expertise level is, but I recommend this. An Introduction To UVMapping In 3d Studio Max - by Ben Tate The default UVW Unwrap already has most of the tools you need for fast unwrapping. TexTools just adds more tools on top. More about UVs here: http://wiki.polycount.com/TextureCoordinates For good…
you are probably aware, but in just in case, sometimes in some programs you might have a numeric range a slider is set to by default but you can override the max or min values by inputting your own numbers. If it's possible to contact the maker of the shader that may help as well. I was having issues with a fur shader for…
It does look like it's bouncing light somehow, try disabling final gather all together? Or make sure that default scanline isn't using any advanced lighting. You probably know all of this though. I think you can also turn off object's reflection in object properties, don't quote me on that I don't use that dialogue often.…
If the objects are exactly the same, it might be easiest to just unwrap one and then instance it around the scene, since it will automatically share the same uv space then. You could also try the copy > paste found in the UV editor. If the geometry of the pieces are exactly the same it usually works quite well, USUALLY.…