Certainly. The unbiased displacement stores the displacement values in the positive range (0,1). This is xNornal's default setting. The biased map stores the displacement values in both negative and positive ranges (-1,1). I found no options to choose between these very important options.
This is awesome program !!! Ryan. BTW, I was wondering if the preview shows the parellex bump mapping if I generate the shadow/displacement map? I have crappy VGA card with PS 1.1 so I am not sure if it does work or not. Anyone?
Yes, I am using Irrlicht 3D as the 3D engine. It being open-source and all is a big advantage. Not to mention I've found it one of the easiest 3D engines to compile. I'm using the latest version of Irrlicht 3D, version 1.1
Version 1.1 of miauu’s Select by visibility is available. Changelog: +NEW: Added support for shapes/splines +NEW: When selecting objects behind obstacles you can select: only fully covered by the obstacles objects only partially covered by the obstacles objects fully and partially covered by the obstacles objects
School project, 2d concept provided by school, 3d modeled character me, textured me, rig provided by school LP 13k tri 2048x2048 texture, looking for feed back :) I'll be updating more as I tweak the maps over the next week before submission.
Scene Notes Pro version 1.1 is avaliable Changelog: NEW: + show only notes from arbitrary category IMPROVED: + notes' list updating is faster when editing notes Video demonstration: https://www.youtube.com/watch?v=m8FDc57VYeU
Hi renderhjs, the soft is super great! can you add a shortcut for when you hold Shift the line snap to a angle 0, 45, 90, 135, 180, 225, 270 ? will be very helpful can draw straight lines :)
The GTX 970 is an incredible card for the price, I got a GTX 760 around this time last year for $220, I would of gladly paid $130 more for a card that gets nearly twice the FPS in games like Bioshock Infinite.
This behavior is expected. UVW space doesn't change with the bitmap ratio. So UV position [1,1] is always the top right, and [0.5,0.5] is always the center. Simply scale your unwrap 50% vertically. Or whatever ratio corresponds to the texture size you choose.
Good morning, students. And welcome to Archery 101. I will be your professor for the semester, Doctor Hood. Anyway. I've got this idea for a simple, little fantasy scene. Came up with this character for it. Still very rough. Critiques and feedback are more than welcome.