Sup folks. Unfortunately it looks like newest Alpha builds (which previously was contain SDF nodes such as "Mesh To SDF Volume") are no longer exist on official site. At try a several of them and even with enabling experimental features and new voluem nodes - SDF nodes are not there :( Maybe some one still have an zip…
Objects act as light sources when ray tracing is enabled, all you need to do is give them an emissive material. Emissive materials require quite a few samples to resolve though, so you may need to increase your sample count for good quality renders.
Hello everyone! I'm Berk from Vagon Streams. We're excited to share that Vagon Streams is now the first Unity Verified cloud streaming solution! You can stream your Unity 3D projects directly from the interface within seconds, no need for technical setups. Simply download the plugin, create a Vagon account, and start…
its a cheap operation in your shader and can save a shit load of memory if it's a runtime changeable thing there will be a cost associated with passing data around - that can be prohibitive but will depend on your engine/use case. it'll be equivalent to something like changing a light colour based on input from the game…
I have been working on a problem all day. I have a very simple scene of a Medieval bench I'm working on and my shadows and renders are completely F%$#ed. In either Scanline or MR I'm having the same problems. Shadows are only showing on one side of objects correctly, and also picking up the color of the ground plane W/O…
MRV is an open-source multi-platform python development environment to ease rapid development of maintainable, reliable and high-performance code to be used in and around Autodesk Maya. MRV adds a lightweight convenience layer on top of the Maya API exposed to python, correcting inconveniences and sources for common…
@TheGabmeister - I do have sort of a solution now, but I figure I owed it to you to provide a picture of the Baked Lightmap view...! =) Great idea, smart troubleshooting - but I have a special blend of stupid for you. See below...! @RyanB - Thank you very much for the indirect resolution tip! I'll take any advice I can get…
I talked to a Autodesk tech about the issue 3-4 months ago and it won't be "fixed" because they don't see it as being broken. Basically its our fault that the load collections feature is enabled by default and we neglect to turn it off... awesome logic... Let me explain. Each time you load a scene that contains a biped…
Make sure "Average Normals" is enabled. This matches the advice in the final paragraph of the link Fabi_G shared. More info about Substance 3D Painter's setting for Average Normals: https://helpx.adobe.com/substance-3d-bake/bakers-settings/common-parameters.html