My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
Okay, for whatever reason every time I hit Ctrl + n to make a new image it always defaults to greyscale and I have to go in and change it, how does photoshop set this crapness and how can I change it back to rgb by default. Any magic?
Maya has a FWN on by default. (It's just a bad idea to have on by default imo, it's not a very good FWN solution if you are specially wanting to do a modified vertex normal workflow)
Anyone know where i can set the "mesh component display" to not have full backface culling as default for every new piece of geometry i create? I want it off but i cant seem to find a setting to change itso its off by default...
I guess you didn't revert the renderer to default, so it tries to render with vray which is missing. Render Setup > Common > Assign Renderer > Production > Default Scanline Renderer
what are the import settings of your normalmap in unity? default is texture, if you switch to normalmal the default settings are use greyscale, so import is as normalmap and turn the greyscale stuff off
Np. the tile plane has different uvs than the default plane. Tileplane has uv border flushed to the grid, whereas default plane has gap, hence the border.
To increase the size of the default checker pattern, go to the connected place2dTexture node and adjust the Repeat UV values from 4 (default) to something bigger like 8 or 16.
sorry, it's a bug I have, even when I'm not using it in my substances it's asking about it. liking to the default "shape.sbs" inside the default should fix it. Sorry about that
"Rotate Cube Map" slider defaults to 0-1" In your graph, change the default value for "Rotate Cubemap" node to be 360. That will start the maya spinner with a range from 0-360