Hello all, I've been trying to render some maps via max's render to texture from a zbrush sculpt and I keep getting this error in the image below. It keeps adding two boxes below the actual UV Layout which are not even there. I've tried to scale the Cage smaller, re-uved it and it still does it. Any suggestions?
I'm new to UDK and can't work out how to make the render mesh the collision mesh. I've created a bunch of houses and want the render mesh to be the collision mesh. I've looked through the documentation but found nothing. Please help!
Particles are rendered camera facing, there may be some sorting options to change within the particle system but that would mean that they'd render through everything (Sort order: UnrealForeground etc.) You'd be better off using a lensflare since they render on top of the scene.
So, I realize what this looks like... threw it together quickly so bear with me. The left sphere has had a proboolean operation applied to it. The right sphere is the same sphere just before the proboolean. I cannot for the life of me get the left sphere to adopt that smooth look again, Smoothing groups, UV's Normals,…
Hello everyone, I'm having a weird issue where the Texture Offset U and Offset V I have animated just goes away if I turn on Raytraced DoF. This remains unchanged if I render it out as well. Post Effect DoF does not seem to have this issue. It took me more than an hour just to figure out this is a DoF issue and not…
Okay, so I've run into a situation where I would like to render a baked normal map on my mesh with Mental Ray. I'm running into some strange problems with the rendering itself. Uploaded with ImageShack.us For troubleshooting purposes I have tried to completely blank the normal map (i.e. make it the default blue/purple…
I'm experiencing an issue with Arnold GPU rendering in Maya. When I render a scene it seems like Arnold is making a very low usage of the GPU ( between 1% and 4%. This is what the task manager shows. Anyone having the same issue?
Is there a script that renders the front/back/left/right/top/down viewport of selected objects. So I would select a number of objects, run the script (and the script switches the viewports, frames the selected objects in the viewport and renders using the current settings?)